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| 14 | <TITLE>Hardware Buffers In OGRE: The IndexData class</TITLE> |
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| 37 | <H3> 2.7.1 The IndexData class </H3> |
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| 38 | <!--docid::SEC19::--> |
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| 39 | This class summarises the information required to use a set of indexes to render geometry. It's members are as follows: |
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| 40 | <DL COMPACT> |
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| 41 | <DT>indexStart |
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| 42 | <DD>The first index used by this piece of geometry; this can be useful for sharing a single index buffer among several geometry pieces. |
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| 43 | <DT>indexCount |
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| 44 | <DD>The number of indexes used by this particular renderable. |
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| 45 | <DT>indexBuffer |
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| 46 | <DD>The index buffer which is used to source the indexes. |
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| 47 | </DL> |
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| 48 | <P> |
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| 49 | |
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| 50 | <A NAME="SEC20"></A> |
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| 51 | <H3> Creating an Index Buffer </H3> |
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| 52 | <!--docid::SEC20::--> |
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| 53 | Index buffers are created using See section <A HREF="vbo-update_4.html#SEC4">2.1 The Hardware Buffer Manager</A> just like vertex buffers, here's how: |
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| 54 | <TABLE><tr><td> </td><td class=example><pre>HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). |
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| 55 | createIndexBuffer( |
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| 56 | HardwareIndexBuffer::IT_16BIT, // type of index |
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| 57 | numIndexes, // number of indexes |
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| 58 | HardwareBuffer::HBU_STATIC_WRITE_ONLY, // usage |
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| 59 | false); // no shadow buffer |
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| 60 | </pre></td></tr></table>Once again, notice that the return type is a class rather than a pointer; this is reference counted so that the buffer is automatically destroyed when no more references are made to it. The parameters to the index buffer creation are: |
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| 61 | <DL COMPACT> |
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| 62 | <DT>indexType |
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| 63 | <DD>There are 2 types of index; 16-bit and 32-bit. They both perform the same way, except that the latter can address larger vertex buffers. If your buffer includes more than 65526 vertices, then you will need to use 32-bit indexes. Note that you should only use 32-bit indexes when you need to, since they incur more overhead than 16-bit vertices, and are not supported on some older hardware. |
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| 64 | <DT>numIndexes |
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| 65 | <DD>The number of indexes in the buffer. As with vertex buffers, you should consider whether you can use a shared index buffer which is used by multiple pieces of geometry, since there can be performance advantages to switching index buffers less often. |
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| 66 | <DT>usage |
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| 67 | <DD>This tells the system how you intend to use the buffer. See section <A HREF="vbo-update_5.html#SEC5">2.2 Buffer Usage</A> |
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| 68 | <DT>useShadowBuffer |
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| 69 | <DD>Tells the system whether you want this buffer backed by a system-memory copy. See section <A HREF="vbo-update_6.html#SEC6">2.3 Shadow Buffers</A> |
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| 70 | </DL> |
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| 73 | <A NAME="Updating Index Buffers"></A> |
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