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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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