blob: 774fac7d77e577295c2991f5f8638af1d65e223b (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
|
// 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.
#include <RendererMeshDesc.h>
using namespace SampleRenderer;
RendererMeshDesc::RendererMeshDesc(void)
{
primitives = RendererMesh::PRIMITIVE_POINTS;
vertexBuffers = 0;
numVertexBuffers = 0;
firstVertex = 0;
numVertices = 0;
indexBuffer = 0;
firstIndex = 0;
numIndices = 0;
instanceBuffer = 0;
firstInstance = 0;
numInstances = 0;
}
bool RendererMeshDesc::isValid(void) const
{
bool ok = true;
// remove vertexBuffer check for sprites
/* if(!vertexBuffers || !numVertexBuffers) ok = false; */
if(numIndices && !indexBuffer) ok = false;
if(numInstances && !instanceBuffer) ok = false;
return ok;
}
|