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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::WeldVertices

Syntax

int VertexBuffer::WeldVertices(float positionEpsilon, float otherEpsilon);

Optimizes this vertex buffer and snaps all vertices that have positions within the given positionEpsilon, and other attributes within the given otherEpsilon threshold.

Note
This function doesn't adjust the number of vertices in the buffer, but instead simply snaps near-identical vertices to have exactly identical values.

Return Value

The number of vertices welded.

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