#include <VirtualMachine.h>
Definition at line 149 of file VirtualMachine.h.
Public Member Functions | |
virtual InternalVertex * | GetFirstVertex ()=0 |
Get the beginning of the vertex list. Assume the maximum number of vertex was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfVertexes(). | |
virtual InternalTriangle * | GetFirstTriangle ()=0 |
Get the beginning of the Triangle list. Assume the maximum number of Triangle was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfTriangles(). last Note: the first triangle returned already use the offset given with SetNumberOfActiveTriangle(): _FirstActiveTriangleIndex. | |
virtual void | SetNumberOfActiveTriangle (unsigned int _CurrentNumberOfTriangle, unsigned int _FirstActiveTriangleIndex=0)=0 |
Set the number of active triangle defined in the triangle list. note the active number of vertex is actually given by the highest vertex number used by one of the active triangle. If _CurrentNumberOfTriangle is greater than GetMaximumNumberOfTriangles(), it is set to zero. _FirstActiveTriangleIndex is an optional offset in the triangle list. it allows the rendering of a mesh with multiple textures, by setting a windowing in the triangle list and using multiple calls to RenderMesh(). Default is zero, start of the list. | |
virtual unsigned int | GetNumberOfActiveTriangle ()=0 |
Get the number of active triangle defined by SetNumberOfActiveTriangle(). | |
virtual unsigned int | GetMaximumNumberOfVertexes ()=0 |
the maximum number of elements in table GetFirstVertex() | |
virtual unsigned int | GetMaximumNumberOfTriangles ()=0 |
the maximum number of elements in table GetFirstTriangle() | |
virtual void | SetColor (float _red, float _green, float _blue, float _alpha=1.0f)=0 |
Set the color for the whole object. Active if object was not created with bOb3D_EnableRGBA. | |
virtual void | CompileAsStatic ()=0 |
A call to CompileAsStatic() will fix the current geometry of an object. It will try to use the 3D buffer compilation of a given machine, which can fasten the drawing. From that moment on, further modification to its shape will be useless. | |
virtual bool | IsCompiledAsStatic ()=0 |
return true is CompileAsStatic() were used. |
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A call to CompileAsStatic() will fix the current geometry of an object. It will try to use the 3D buffer compilation of a given machine, which can fasten the drawing. From that moment on, further modification to its shape will be useless.
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Get the beginning of the Triangle list. Assume the maximum number of Triangle was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfTriangles(). last Note: the first triangle returned already use the offset given with SetNumberOfActiveTriangle(): _FirstActiveTriangleIndex.
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Get the beginning of the vertex list. Assume the maximum number of vertex was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfVertexes().
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the maximum number of elements in table GetFirstTriangle()
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the maximum number of elements in table GetFirstVertex()
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Get the number of active triangle defined by SetNumberOfActiveTriangle().
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return true is CompileAsStatic() were used.
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Set the color for the whole object. Active if object was not created with bOb3D_EnableRGBA.
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Set the number of active triangle defined in the triangle list. note the active number of vertex is actually given by the highest vertex number used by one of the active triangle. If _CurrentNumberOfTriangle is greater than GetMaximumNumberOfTriangles(), it is set to zero. _FirstActiveTriangleIndex is an optional offset in the triangle list. it allows the rendering of a mesh with multiple textures, by setting a windowing in the triangle list and using multiple calls to RenderMesh(). Default is zero, start of the list.
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