зеркало из https://github.com/microsoft/DirectXTK.git
Updated ModelMeshPart (markdown)
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@ -21,6 +21,7 @@ All members of ModelMeshPart are public to facilitate writing custom model loade
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* _primitiveType_ - Topology for the primitives in the submesh. It is usually set to ``D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST`` with each three indices in the index buffer forming a triangle. This is used when calling Direct3D11's [IASetPrimitiveTopology](http://msdn.microsoft.com/en-us/library/ff476455.aspx) method.
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* _primitiveType_ - Topology for the primitives in the submesh. It is usually set to ``D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST`` with each three indices in the index buffer forming a triangle. This is used when calling Direct3D11's [IASetPrimitiveTopology](http://msdn.microsoft.com/en-us/library/ff476455.aspx) method.
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* _inputLayout_ - COM smart pointer to the input layout associated with this submesh. This is used when calling Direct3D11's [IASetInputLayout](http://msdn.microsoft.com/en-us/library/ff476454.aspx) method. This must correctly match the signature of the effect and match the vertex data format in the vertex buffer.
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* _inputLayout_ - COM smart pointer to the input layout associated with this submesh. This is used when calling Direct3D11's [IASetInputLayout](http://msdn.microsoft.com/en-us/library/ff476454.aspx) method. This must correctly match the signature of the effect and match the vertex data format in the vertex buffer.
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* _effect_ - An [[IEffect|Effects]] instance which is used to set up the proper constant buffer and shader states before drawing the submesh.
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* _effect_ - An [[IEffect|Effects]] instance which is used to set up the proper constant buffer and shader states before drawing the submesh.
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* _vbDecl_ - Input layout description for the vertex buffer.
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# Metadata
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# Metadata
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The _ModelMeshPart::isAlpha_ boolean indicates if the ModelMeshPart instance's effect makes use of alpha-blending. This information is used by ModelMesh::Draw to ensure that opaque effects are applied before transparent effects, and the depth buffer is used accordingly.
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The _ModelMeshPart::isAlpha_ boolean indicates if the ModelMeshPart instance's effect makes use of alpha-blending. This information is used by ModelMesh::Draw to ensure that opaque effects are applied before transparent effects, and the depth buffer is used accordingly.
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