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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/MultiSizeIndexContainer.h |
Include | #include "Rendering/MultiSizeIndexContainer.h" |
Syntax
class FMultiSizeIndexContainer
Remarks
Skeletal mesh index buffers are 16 bit by default and 32 bit when called for. This class adds a level of abstraction on top of the index buffers so that we can treat them all as 32 bit.
Constructors
Type | Name | Description | |
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FMultiSizeIndexContainer
(
const FMultiSizeIndexContainer& Other |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CopyIndexBuffer
(
const TArray< uint32 >& NewArray |
Populates the index buffer with a new set of indices |
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void | CreateIndexBuffer
(
uint8 DataTypeSize |
Creates a new index buffer |
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FBufferRHIRef | ||
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FBufferRHIRef | ||
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uint8 | Accessors | |
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FRawStaticIndexBuffer16or32Interface * | ||
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const FRawStaticIndexBuffer16or32Interface * | ||
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void | GetIndexBuffer
(
TArray< uint32 >& OutArray |
Returns a 32 bit version of the index buffer |
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void | GetIndexBufferData
(
FMultiSizeIndexContainerData& OutData |
Retrieves index buffer related data |
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void | Initialize the index buffer's render resources. | |
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void | InitRHIForStreaming
(
FRHIBuffer* IntermediateBuffer, |
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bool | ||
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void | RebuildIndexBuffer
(
uint8 InDataTypeSize, |
Repopulates the index buffer |
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void | Releases the index buffer's render resources. | |
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void | ReleaseRHIForStreaming
(
FRHIResourceUpdateBatcher& Batcher |
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void | Serialization. | |
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void | SerializeMetaData
(
FArchive& Ar, |
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void | SetOwnerName
(
const FName& OwnerName |
SetOwnerName should be called before BeginInitResources for the owner name to be successfully tracked. |
Operators
Type | Name | Description | |
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FMultiSizeIndexContainer & | operator=
(
const FMultiSizeIndexContainer& Buffer |