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source/blender/gpu/GPU_vertex_buffer.h
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| /* The most important #set_attr variant is the untyped one. Get it right first. | /* The most important #set_attr variant is the untyped one. Get it right first. | ||||
| * It takes a void* so the app developer is responsible for matching their app data types | * It takes a void* so the app developer is responsible for matching their app data types | ||||
| * to the vertex attribute's type and component count. They're in control of both, so this | * to the vertex attribute's type and component count. They're in control of both, so this | ||||
| * should not be a problem. */ | * should not be a problem. */ | ||||
| void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data); | void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data); | ||||
| void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data); | |||||
| /* Tightly packed, non interleaved input data. */ | /* Tightly packed, non interleaved input data. */ | ||||
| void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); | void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data); | ||||
| void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data); | void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data); | ||||
| /* For low level access only */ | /* For low level access only */ | ||||
| typedef struct GPUVertBufRaw { | typedef struct GPUVertBufRaw { | ||||
| uint size; | uint size; | ||||
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