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Ogre::Terrain::DefaultGpuBufferAllocator Class Reference

Standard implementation of a buffer allocator which re-uses buffers. More...

`#include <OgreTerrain.h>`

Inheritance diagram for Ogre::Terrain::DefaultGpuBufferAllocator:
[legend]

## Public Member Functions

| DefaultGpuBufferAllocator ()
virtual | ~DefaultGpuBufferAllocator ()
void | allocateVertexBuffers (Terrain *forTerrain, size_t numVertices, HardwareVertexBufferSharedPtr &destPos, HardwareVertexBufferSharedPtr &destDelta) override
| Allocate (or reuse) vertex buffers for a terrain LOD.
void | freeAllBuffers () override
| Free any buffers we're holding.
void | freeVertexBuffers (const HardwareVertexBufferSharedPtr &posbuf, const HardwareVertexBufferSharedPtr &deltabuf) override
| Free (or return to the pool) vertex buffers for terrain.
HardwareIndexBufferSharedPtr | getSharedIndexBuffer (uint16 batchSize, uint16 vdatasize, size_t vertexIncrement, uint16 xoffset, uint16 yoffset, uint16 numSkirtRowsCols, uint16 skirtRowColSkip) override
| Get a shared index buffer for a given number of settings.
void | warmStart (size_t numInstances, uint16 terrainSize, uint16 maxBatchSize, uint16 minBatchSize)
| 'Warm start' the allocator based on needing x instances of terrain with the given configuration.
Public Member Functions inherited from Ogre::Terrain::GpuBufferAllocator
| GpuBufferAllocator ()
virtual | ~GpuBufferAllocator ()

## Detailed Description

Standard implementation of a buffer allocator which re-uses buffers.

## Constructor & Destructor Documentation

## DefaultGpuBufferAllocator()

Ogre::Terrain::DefaultGpuBufferAllocator::DefaultGpuBufferAllocator | ( |  | ) |

## ~DefaultGpuBufferAllocator()

virtual Ogre::Terrain::DefaultGpuBufferAllocator::~DefaultGpuBufferAllocator | ( |  | ) |

virtual

## Member Function Documentation

## allocateVertexBuffers()

void Ogre::Terrain::DefaultGpuBufferAllocator::allocateVertexBuffers | ( | Terrain * | forTerrain,
|  | size_t | numVertices,
|  | HardwareVertexBufferSharedPtr & | destPos,
|  | HardwareVertexBufferSharedPtr & | destDelta )

override virtual

Allocate (or reuse) vertex buffers for a terrain LOD.

Parameters

  forTerrain |
  numVertices | The total number of vertices
  destPos | Pointer to a vertex buffer for positions, to be bound
  destDelta | Pointer to a vertex buffer for deltas, to be bound

Implements Ogre::Terrain::GpuBufferAllocator.

References Ogre::Terrain::Terrain().

## freeVertexBuffers()

void Ogre::Terrain::DefaultGpuBufferAllocator::freeVertexBuffers | ( | const HardwareVertexBufferSharedPtr & | posbuf,
|  | const HardwareVertexBufferSharedPtr & | deltabuf )

override virtual

Free (or return to the pool) vertex buffers for terrain.

Implements Ogre::Terrain::GpuBufferAllocator.

## getSharedIndexBuffer()

HardwareIndexBufferSharedPtr Ogre::Terrain::DefaultGpuBufferAllocator::getSharedIndexBuffer | ( | uint16 | batchSize,
|  | uint16 | vdatasize,
|  | size_t | vertexIncrement,
|  | uint16 | xoffset,
|  | uint16 | yoffset,
|  | uint16 | numSkirtRowsCols,
|  | uint16 | skirtRowColSkip )

override virtual

Get a shared index buffer for a given number of settings.

Since all index structures are the same at the same LOD level and relative position, we can share index buffers. Therefore the buffer returned from this method does not need to be 'freed' like the vertex buffers since it is never owned.

Parameters

  batchSize | The batch size along one edge
  vdatasize | The size of the referenced vertex data along one edge
  vertexIncrement | The number of vertices to increment for each new indexed row / column
  xoffset | The x offset from the start of vdatasize, at that resolution
  yoffset | The y offset from the start of vdatasize, at that resolution
  numSkirtRowsCols | Number of rows and columns of skirts
  skirtRowColSkip | The number of rows / cols to skip in between skirts

Implements Ogre::Terrain::GpuBufferAllocator.

## freeAllBuffers()

void Ogre::Terrain::DefaultGpuBufferAllocator::freeAllBuffers | ( |  | ) |

override virtual

Free any buffers we're holding.

Implements Ogre::Terrain::GpuBufferAllocator.

## warmStart()

void Ogre::Terrain::DefaultGpuBufferAllocator::warmStart | ( | size_t | numInstances,
|  | uint16 | terrainSize,
|  | uint16 | maxBatchSize,
|  | uint16 | minBatchSize )

'Warm start' the allocator based on needing x instances of terrain with the given configuration.

The documentation for this class was generated from the following file:

- OgreTerrain.h