// 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. // // RendererTerrainShape : convenience class for generating a terrain mesh. // #ifndef RENDERER_TERRAIN_SHAPE_H #define RENDERER_TERRAIN_SHAPE_H #include namespace SampleRenderer { class RendererVertexBuffer; class RendererIndexBuffer; class RendererTerrainShape : public RendererShape { public: RendererTerrainShape(Renderer &renderer, PxVec3 *verts, PxU32 numVerts, PxVec3 *normals, PxU32 numNorms, PxU16 *faces, PxU32 numFaces, PxF32 uvScale); virtual ~RendererTerrainShape(void); private: RendererVertexBuffer *m_vertexBuffer; RendererIndexBuffer *m_indexBuffer; }; } // namespace SampleRenderer #endif