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#ifndef NULL_VBO_H
#define NULL_VBO_H
#include "Runtime/Shaders/BufferedVBO.h"
#include "Configuration/UnityConfigure.h"
class DynamicNullVBO : public DynamicVBO {
public:
DynamicNullVBO();
virtual ~DynamicNullVBO();
virtual bool GetChunk( UInt32 shaderChannelMask, UInt32 maxVertices, UInt32 maxIndices, RenderMode renderMode, void** outVB, void** outIB );
virtual void ReleaseChunk( UInt32 actualVertices, UInt32 actualIndices );
virtual void DrawChunk (const ChannelAssigns& channels);
private:
void* m_BufferChannel[kShaderChannelCount];
UInt8* m_VBChunk;
UInt32 m_VBChunkSize;
UInt8* m_IBChunk;
UInt32 m_IBChunkSize;
};
#endif
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