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-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h59
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diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h
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--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/CustomRenderMesh.h
+++ /dev/null
@@ -1,59 +0,0 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
-
-
-#ifndef CUSTOM_RENDER_MESH_H
-#define CUSTOM_RENDER_MESH_H
-
-#include "Renderable.h"
-
-
-class CustomRenderMesh : public IRenderMesh
-{
-public:
- const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; }
- void render(ID3D11DeviceContext& context) const;
-
- CustomRenderMesh(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces = nullptr, uint32_t numFaces = 0);
- virtual ~CustomRenderMesh();
-
-protected:
- CustomRenderMesh();
- void initialize(const void* vertices, uint32_t numVertices, uint32_t vertexSize, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, const uint16_t* faces, uint32_t numFaces);
-
-private:
- ID3D11Buffer* m_vertexBuffer;
- ID3D11Buffer* m_indexBuffer;
- uint32_t m_numFaces;
- uint32_t m_numVertices;
- uint32_t m_vertexSize;
-
- std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
-};
-
-
-#endif //CUSTOM_RENDER_MESH_H \ No newline at end of file