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OGRE 14.2
Object-Oriented Graphics Rendering Engine
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Implementation of HardwareBufferManager for OpenGL. More...
#include <OgreGLHardwareBufferManager.h>
Inheritance diagram for Ogre::GLHardwareBufferManager:Static Public Member Functions | |
| static GLenum | getGLType (unsigned int type) |
| Utility function to get the correct GL type based on VET's. | |
| static GLenum | getGLUsage (unsigned int usage) |
| Utility function to get the correct GL usage based on HBU's. | |
Static Public Member Functions inherited from Ogre::HardwareBufferManager | |
| static HardwareBufferManager & | getSingleton (void) |
| Get the singleton instance. | |
| static HardwareBufferManager * | getSingletonPtr (void) |
| Get the singleton instance. | |
Static Public Member Functions inherited from Ogre::Singleton< HardwareBufferManager > | |
| static HardwareBufferManager & | getSingleton (void) |
| Get the singleton instance. | |
| static HardwareBufferManager * | getSingletonPtr (void) |
| Get the singleton instance. | |
Implementation of HardwareBufferManager for OpenGL.
| Ogre::GLHardwareBufferManager::GLHardwareBufferManager | ( | ) |
| Ogre::GLHardwareBufferManager::~GLHardwareBufferManager | ( | ) |
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overridevirtual |
Creates a vertex buffer.
Implements Ogre::HardwareBufferManagerBase.
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overridevirtual |
Create a hardware vertex buffer.
Implements Ogre::HardwareBufferManagerBase.
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overridevirtual |
Create a render to vertex buffer.
Reimplemented from Ogre::HardwareBufferManagerBase.
Utility function to get the correct GL usage based on HBU's.
Utility function to get the correct GL type based on VET's.
Allocator method to allow us to use a pool of memory as a scratch area for hardware buffers.
This is because glMapBuffer is incredibly inefficient, seemingly no matter what options we give it. So for the period of lock/unlock, we will instead allocate a section of a local memory pool, and use glBufferSubDataARB / glGetBufferSubDataARB instead.
| size_t Ogre::GLHardwareBufferManager::getGLMapBufferThreshold | ( | ) | const |
Threshold after which glMapBuffer is used and not glBufferSubData.