Содержание
DirectXMesh |
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Finishes mesh optimization by reordering vertices and/or adding duplicated vertices for the vertex buffer.
HRESULT FinalizeVB(
const void* vbin, size_t stride, size_t nVerts,
const uint32_t* dupVerts, size_t nDupVerts,
const uint32_t* vertexRemap, void* vbout );
HRESULT FinalizeVB(
void* vb, size_t stride, size_t nVerts,
const uint32_t* vertexRemap );
Parameters
The vbin buffer (or vb for in-place finalize) must be nVerts*stride bytes.
The vbout buffer must be (nVerts+nDupVerts)*stride
bytes.
A vertexRemap is an array with nVerts+nDupVerts
elements that describes how to reorder the vertices of the original mesh: oldLoc = vertexRemap[newLoc]
. See OptimizeVertices. It can be nullptr for an 'identity' remap when just performing duplication.
dupVerts contains nDupVerts elements indicating vertices that need duplicating. Each entry indicates the index of the original vbin vertex buffer to duplicate. The vertexRemap array also indicates reorder information for the duplicated vertices. dupVerts can be nullptr if nDupVerts is 0.
Remarks
This is the pseudo-code for applying a vertex remap to a vertex buffer:
for each j in nVerts
srcIndex = vertexRemap[ j ]
if ( srcIndex != -1 )
memcpy( newVB + j * stride,
oldVB + srcIndex * stride,
stride )
for each j in nVerts
vertexRemapInverse[ vertexRemap[ j ] ] = j
for each j in nDupVerts
newIndex = vertexRemapInverse[ j + nVerts ]
if ( newIndex != -1 )
memcpy( newVB + newIndex * stride,
oldVB + dup[ j ] * stride,
stride )
After applying the vertex remap, any point reps are invalid as the vertices have been moved. To maintain a point reps array, use FinalizeVBAndPointReps
For Use
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
Architecture
- x86
- x64
- ARM64
For Development
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
Related Projects
DirectX Tool Kit for DirectX 11
DirectX Tool Kit for DirectX 12
Tools
See also
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.