#include <emptymesh.h>
Public Member Functions | |
EmptyMesh (Core &core) | |
virtual bool | init (utility::ErrorState &errorState) override |
virtual MeshInstance & | getMeshInstance () override |
virtual const MeshInstance & | getMeshInstance () const override |
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Resource () | |
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Object () | |
virtual | ~Object () |
virtual void | onDestroy () |
Object (Object &)=delete | |
Object & | operator= (const Object &)=delete |
Object (Object &&)=delete | |
Object & | operator= (Object &&)=delete |
Public Attributes | |
EMemoryUsage | mUsage = EMemoryUsage::Static |
Property: 'Usage' GPU memory usage. More... | |
EDrawMode | mDrawMode = EDrawMode::Triangles |
Property: 'DrawMode' The draw mode that should be used to draw the shapes. More... | |
ECullMode | mCullMode = ECullMode::Back |
Property: 'CullMode' The triangle cull mode to use. More... | |
EPolygonMode | mPolygonMode = EPolygonMode::Fill |
Property: 'PolygonMode' The polygon mode to use, fill is always available and should be the default. More... | |
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std::string | mID |
Property: 'mID' unique name of the object. Used as an identifier by the system. More... | |
Additional Inherited Members | |
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static bool | isIDProperty (rtti::Instance &object, const rtti::Property &property) |
Resource to generate a mesh instance without buffers. For simple rendering pipelines that rely on shader programs only. A common use case for this is rendering a full-screen color or texture using a single triangle. The nap::RenderFaderComponent
is set up this way and serves as a good example.
The following command invokes the vertex shader three times to render a single triangle. Logic for positioning the points is inside the vertex shader.
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overridevirtual |
Implements IMesh.
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overridevirtual |
Implements IMesh.
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overridevirtual |
Initialize this dummy mesh
Reimplemented from Object.
ECullMode mCullMode = ECullMode::Back |
Property: 'CullMode' The triangle cull mode to use.
EDrawMode mDrawMode = EDrawMode::Triangles |
Property: 'DrawMode' The draw mode that should be used to draw the shapes.
EPolygonMode mPolygonMode = EPolygonMode::Fill |
Property: 'PolygonMode' The polygon mode to use, fill is always available and should be the default.
EMemoryUsage mUsage = EMemoryUsage::Static |
Property: 'Usage' GPU memory usage.