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VertexBuffer[Class Summary]
hasPosPreScaleMatrix
posScale
posAdd
usedVertexAttribStreamIndices
vertexBufferObject
vertexBufferObject2
gpuVertexBufferBytes2
vbToVsInputMappings
name
ctor
~dtor
ctor
operator=(rhs)
ctor
Deinit()
SetVertexDeclaration(decl)
ConvertToVertexDeclaration(decl)
Declaration()[const] (+1 overload)
SetNumVertices(...)
EraseVertices(index,numVertices)
NumVertices()[const]
CapacityBytes()[const]
AppendVertices(numVertices) (+1 overload)
NumPrimitives()[const]
SizeBytes()[const]
VertexSizeBytes()[const]
Set(...) (+2 overloads)
SetFloat4(...)
SetFloat3(...)
SetFloat2(...)
SetFloat(...)
Set(...)
Get(...)[const]
SwapVertices(i,j)
GetPointer(vertexIndex) (+1 overload)
CpuPtr() (+1 overload)
GetPointer(vertexIndex)[const] (+1 overload)
GetOffset(vertexIndex)[const] (+1 overload)
AllocateCpuMemory()
AllocateGpuMemory(...) (+1 overload)
UpdateToGpu()
HasCpuMemory()[const]
CpuSizeBytes()[const]
HasGpuMemory()[const]
GpuSizeBytes()[const]
FreeCpuMemory()
FreeGpuMemory()
BindToMaterial(material)
IsBindingCompatibleWith(material)[const]
IsBoundToMaterial()[const]
BoundingAABB()[const] (+1 overload)
BoundingSphere()[const]
ConvexHull()[const]
NumVerticesNeededToRenderNPrimitives(numPrimitives)[const]
SaveToFile(filename) (+1 overload)
LoadFromFile(...) (+1 overload)
Transform(matrix)
WeldVertices(...)
RemoveSmallTriangles(minArea)
PreScaleMatrix()[const]
Name()[const]

VertexBuffer::GetPointer

Syntax

u8 * VertexBuffer::GetPointer(int vertexIndex);
u8 * VertexBuffer::GetPointer(int vertexIndex, VertexDataSemantic semantic, int channelOffset=0); [12 lines of code]

Returns a raw pointer to the vertex at the given index in the CPU-side array of this vertex buffer.

Work in progress:

Todo: in u8 * VertexBuffer::GetPointer(int vertexIndex, VertexDataSemantic semantic, int channelOffset=0):

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