A wrapped for "Vertex Buffer Object" In OpenGL, Store things in VRam.
More...
#include <VRamList.h>
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| VRamList (const GLuint *data, const long &length) |
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| VRamList (const GLfloat *data, const long &length) |
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| VRamList (const Vector2 *data, const long &length) |
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| VRamList (const Vector3 *data, const long &length) |
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| VRamList (const Vector4 *data, const long &length) |
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| ~VRamList () |
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| VRamList (const VRamList &rhs) |
| Copying around the VBO data to a new VBO like this is slow. More...
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| VRamList ()=default |
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GLuint | GetHandle () const |
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long | GetLength () const |
| Returns the number of elements in the list. More...
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size_t | GetSize () const |
| Returns the size of the data in bytes. More...
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std::vector< GLfloat > | GetDataF () const |
| Get VBO data back from the GPU. More...
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std::vector< GLuint > | GetDataUI () const |
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bool | IsFloatArray () const |
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void | SetData (const GLfloat *data, const long &length) |
| Replace the data of an existing VBO in it's entirety. More...
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void | SetData (const Vector2 *data, const long &length) |
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void | SetData (const Vector3 *data, const long &length) |
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void | SetData (const Vector4 *data, const long &length) |
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void | SetData (const GLuint *data, const long &length) |
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void | SetData (const Vector2i *data, const long &length) |
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void | UpdateData (const GLfloat *data, const long &offset, const long &length) |
| Update only a portion of the data in a VBO. More...
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void | UpdateData (const Vector2 *data, const long &offset, const long &length) |
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void | UpdateData (const Vector3 *data, const long &offset, const long &length) |
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void | UpdateData (const Vector4 *data, const long &offset, const long &length) |
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void | UpdateData (const GLuint *data, const long &offset, const long &length) |
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void | UpdateData (const Vector2i *data, const long &offset, const long &length) |
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A wrapped for "Vertex Buffer Object" In OpenGL, Store things in VRam.
◆ VRamList() [1/7]
JGL::VRamList::VRamList |
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const GLuint * |
data, |
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const long & |
length |
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) |
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◆ VRamList() [2/7]
JGL::VRamList::VRamList |
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const GLfloat * |
data, |
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const long & |
length |
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) |
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◆ VRamList() [3/7]
JGL::VRamList::VRamList |
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const Vector2 * |
data, |
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const long & |
length |
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) |
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◆ VRamList() [4/7]
JGL::VRamList::VRamList |
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const Vector3 * |
data, |
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const long & |
length |
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) |
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◆ VRamList() [5/7]
JGL::VRamList::VRamList |
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const Vector4 * |
data, |
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const long & |
length |
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) |
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◆ ~VRamList()
JGL::VRamList::~VRamList |
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◆ VRamList() [6/7]
JGL::VRamList::VRamList |
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const VRamList & |
rhs | ) |
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Copying around the VBO data to a new VBO like this is slow.
Pass to function by const reference or pointer always.
◆ VRamList() [7/7]
JGL::VRamList::VRamList |
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default |
◆ GetDataF()
std::vector< GLfloat > JGL::VRamList::GetDataF |
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const |
Get VBO data back from the GPU.
This is bad because the CPU is going to wait for the transfer to finish. Has limited use other than testing.
◆ GetDataUI()
std::vector< GLuint > JGL::VRamList::GetDataUI |
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const |
◆ GetHandle()
GLuint JGL::VRamList::GetHandle |
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const |
◆ GetLength()
long JGL::VRamList::GetLength |
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const |
Returns the number of elements in the list.
◆ GetSize()
size_t JGL::VRamList::GetSize |
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const |
Returns the size of the data in bytes.
◆ IsFloatArray()
bool JGL::VRamList::IsFloatArray |
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const |
◆ SetData() [1/6]
void JGL::VRamList::SetData |
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const GLfloat * |
data, |
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const long & |
length |
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) |
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Replace the data of an existing VBO in it's entirety.
Must be same type. "length" refers to the number of elements in data. Not the number of bytes.
◆ SetData() [2/6]
void JGL::VRamList::SetData |
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const GLuint * |
data, |
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const long & |
length |
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) |
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◆ SetData() [3/6]
void JGL::VRamList::SetData |
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const Vector2 * |
data, |
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const long & |
length |
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) |
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◆ SetData() [4/6]
void JGL::VRamList::SetData |
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const Vector2i * |
data, |
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const long & |
length |
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) |
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◆ SetData() [5/6]
void JGL::VRamList::SetData |
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const Vector3 * |
data, |
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const long & |
length |
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) |
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◆ SetData() [6/6]
void JGL::VRamList::SetData |
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const Vector4 * |
data, |
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const long & |
length |
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) |
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◆ UpdateData() [1/6]
void JGL::VRamList::UpdateData |
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const GLfloat * |
data, |
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const long & |
offset, |
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const long & |
length |
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) |
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Update only a portion of the data in a VBO.
Must be same type. "length" refers to the number of elements in data. Not the number of bytes. "offset" refers the number of Typename T into the buffer the data you want to change is. For ex, offset 0 and length of 1 overwrites the first value. Offset 1 the second etc
◆ UpdateData() [2/6]
void JGL::VRamList::UpdateData |
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const GLuint * |
data, |
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const long & |
offset, |
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const long & |
length |
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) |
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◆ UpdateData() [3/6]
void JGL::VRamList::UpdateData |
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const Vector2 * |
data, |
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const long & |
offset, |
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const long & |
length |
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) |
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◆ UpdateData() [4/6]
void JGL::VRamList::UpdateData |
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const Vector2i * |
data, |
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const long & |
offset, |
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const long & |
length |
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) |
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◆ UpdateData() [5/6]
void JGL::VRamList::UpdateData |
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const Vector3 * |
data, |
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const long & |
offset, |
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const long & |
length |
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) |
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◆ UpdateData() [6/6]
void JGL::VRamList::UpdateData |
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const Vector4 * |
data, |
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const long & |
offset, |
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const long & |
length |
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) |
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The documentation for this class was generated from the following files: