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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FRenderResource
- FIndexBuffer
- FRawStaticIndexBuffer16or32Interface
- FRawStaticIndexBuffer16or32
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/RawIndexBuffer.h |
Include | #include "RawIndexBuffer.h" |
Syntax
template<typename INDEX_TYPE>
class FRawStaticIndexBuffer16or32 : public FRawStaticIndexBuffer16or32Interface
Constructors
Type | Name | Description | |
---|---|---|---|
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FRawStaticIndexBuffer16or32
(
bool InNeedsCPUAccess |
Constructor |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AssignNewBuffer
(
const TArray< INDEX_TYPE >& Buffer |
|
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void | Orders a triangle list for better vertex cache coherency. | |
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FBufferRHIRef | ||
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FBufferRHIRef | Create an RHI index buffer with CPU data. | |
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void | InitRHIForStreaming
(
FRHIBuffer* IntermediateBuffer, |
Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid |
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void | ReleaseRHIForStreaming
(
FRHIResourceUpdateBatcher& Batcher |
Overridden from FRawStaticIndexBuffer16or32Interface
Type | Name | Description | |
---|---|---|---|
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int32 | AddItem
(
uint32 Val |
|
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void | Empty
(
int32 Slack |
|
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uint32 | Get
(
uint32 Idx |
|
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bool | The following methods are basically just accessors that allow us to hide the implementation by making the index array a private member | |
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void * | GetPointerTo
(
uint32 Idx |
|
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int32 | ||
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void | Insert
(
int32 Idx, |
|
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int32 | Num () |
Number of indices (e.g. 4 triangles would result in 12 elements) |
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void | Remove
(
int32 Idx, |
|
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void | Serializer for this class | |
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void | SerializeMetaData
(
FArchive& Ar |
Overridden from FRenderResource
Type | Name | Description | |
---|---|---|---|
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void | InitRHI
(
FRHICommandListBase& RHICmdList |
Create the index buffer RHI resource and initialize its data |
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void | ReleaseRHI () |
Releases the RHI resources used by this resource. |