/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __D3D7HardwareBufferManager_H__ #define __D3D7HardwareBufferManager_H__ #include "OgrePrerequisites.h" #include "OgreDefaultHardwareBufferManager.h" #include "OgreException.h" namespace Ogre { /** Specialisation of HardwareBufferManager for D3D7. @remarks This class uses the software emulated buffers because D3D7's hardware vertex buffers are far too primitive. The only reason we override this is because D3D7 only allows 16-bit indexes so we have to prevent 32-bit index buffers being created. */ class D3D7HardwareBufferManager : public DefaultHardwareBufferManager { public: D3D7HardwareBufferManager() {} ~D3D7HardwareBufferManager() {} /// Create a hardware index buffer HardwareIndexBufferSharedPtr createIndexBuffer(HardwareIndexBuffer::IndexType itype, size_t numIndexes, HardwareBuffer::Usage usage, bool useShadowBuffer = false) { if (itype == HardwareIndexBuffer::IT_32BIT) { OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Direct3D7 only supports 16-bit index buffers, " "you should upgrade to a more recent Direct3D RenderSystem if you wish to use " "32-bit indexes.", "D3D7HardwareBufferManager::createIndexBuffer"); } return DefaultHardwareBufferManager::createIndexBuffer(itype, numIndexes, usage, useShadowBuffer); } }; } #endif