Class VertexBuffer
Represents a list of 3D vertices to be streamed to the graphics device.
public class VertexBuffer : GraphicsResource, IDisposable
- Inheritance
-
VertexBuffer
- Implements
- Derived
- Inherited Members
Constructors
VertexBuffer(GraphicsDevice, VertexDeclaration, int, BufferUsage)
Creates a new instance of VertexBuffer
public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage)
Parameters
graphicsDeviceGraphicsDeviceThe graphics device.
vertexDeclarationVertexDeclarationThe vertex declaration, which describes per-vertex data.
vertexCountintThe number of vertices.
bufferUsageBufferUsageBehavior options.
Exceptions
- ArgumentNullException
graphicsDeviceis null
VertexBuffer(GraphicsDevice, VertexDeclaration, int, BufferUsage, bool)
Creates a new instance of VertexBuffer
protected VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage bufferUsage, bool dynamic)
Parameters
graphicsDeviceGraphicsDeviceThe graphics device.
vertexDeclarationVertexDeclarationThe vertex declaration, which describes per-vertex data.
vertexCountintThe number of vertices.
bufferUsageBufferUsageBehavior options.
dynamicboolWhether this buffer is dynmic.
Exceptions
- ArgumentNullException
graphicsDeviceis null
VertexBuffer(GraphicsDevice, Type, int, BufferUsage)
Creates a new instance of VertexBuffer
public VertexBuffer(GraphicsDevice graphicsDevice, Type type, int vertexCount, BufferUsage bufferUsage)
Parameters
graphicsDeviceGraphicsDeviceThe graphics device.
typeTypeThe data type. Must be a value type which implements the IVertexType interface.
vertexCountintThe number of vertices.
bufferUsageBufferUsageBehavior options.
Exceptions
- ArgumentNullException
graphicsDeviceis null
Properties
BufferUsage
A usage hint for optimizing memory placement of this buffer.
public BufferUsage BufferUsage { get; }
Property Value
VertexCount
Gets the number of vertices.
public int VertexCount { get; }
Property Value
VertexDeclaration
Defines per-vertex data in a buffer.
public VertexDeclaration VertexDeclaration { get; }
Property Value
Methods
Dispose(bool)
protected override void Dispose(bool disposing)
Parameters
disposingbool
GetData<T>(int, T[], int, int, int)
Get the vertex data froom this VertexBuffer.
public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride = 0) where T : struct
Parameters
offsetInBytesintThe offset to the first element in the vertex buffer in bytes.
dataT[]An array of T's to be filled.
startIndexintThe index to start filling the data array.
elementCountintThe number of T's to get.
vertexStrideintThe size of how a vertex buffer element should be interpreted.
Type Parameters
TThe struct you want to fill.
Remarks
Note that this pulls data from VRAM into main memory and because of that is a very expensive operation. It is often a better idea to keep a copy of the data in main memory.
GetData<T>(T[])
Get the vertex data froom this VertexBuffer.
public void GetData<T>(T[] data) where T : struct
Parameters
dataT[]An array of T's to be filled.
Type Parameters
TThe struct you want to fill.
Remarks
Note that this pulls data from VRAM into main memory and because of that is a very expensive operation. It is often a better idea to keep a copy of the data in main memory.
GetData<T>(T[], int, int)
Get the vertex data froom this VertexBuffer.
public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
Parameters
dataT[]An array of T's to be filled.
startIndexintThe index to start filling the data array.
elementCountintThe number of T's to get.
Type Parameters
TThe struct you want to fill.
Remarks
Note that this pulls data from VRAM into main memory and because of that is a very expensive operation. It is often a better idea to keep a copy of the data in main memory.
GraphicsDeviceResetting()
The GraphicsDevice is resetting, so GPU resources must be recreated.
protected override void GraphicsDeviceResetting()
SetDataInternal<T>(int, T[], int, int, int, SetDataOptions)
protected void SetDataInternal<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride, SetDataOptions options) where T : struct
Parameters
offsetInBytesintdataT[]startIndexintelementCountintvertexStrideintoptionsSetDataOptions
Type Parameters
T
SetData<T>(int, T[], int, int, int)
Sets the vertex buffer data, specifying the index at which to start copying from the source data array, the number of elements to copy from the source data array, and how far apart elements from the source data array should be when they are copied into the vertex buffer.
public void SetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
Parameters
offsetInBytesintOffset in bytes from the beginning of the vertex buffer to the start of the copied data.
dataT[]Data array to be passed to the shader.
startIndexintIndex at which to start copying from
data. Must be within thedataarray bounds.elementCountintNumber of elements to copy from
data. The combination ofstartIndexandelementCountmust be within thedataarray bounds.vertexStrideintSpecifies how far apart, in bytes, elements from
datashould be when they are copied into the vertex buffer. In almost all cases this should besizeof(T), to create a tightly-packed vertex buffer. If you specifysizeof(T), elements fromdatawill be copied into the vertex buffer with no padding between each element. If you specify a value greater thansizeof(T), elements fromdatawill be copied into the vertex buffer with padding between each element. If you specify0for this parameter, it will be treated as if you had specifiedsizeof(T). With the exception of0, you must specify a value greater than or equal tosizeof(T).
Type Parameters
TType of elements in the data array.
Remarks
If T is VertexPositionTexture, but you want to set only the position component of the vertex data,
you would call this method as follows as the position is the first piece of data in the buffer:
Vector3[] positions = new Vector3[numVertices];
vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
Continuing from the previous example, if you want to set only the texture coordinate component of the vertex data,
you would call this method as follows (note that offsetInBytes is 12, the size of a Vector3,
representing the position):
Vector2[] texCoords = new Vector2[numVertices];
vertexBuffer.SetData(12, texCoords, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
SetData<T>(T[])
Sets the vertex buffer data. This is the same as calling SetData<T>(int, T[], int, int, int)
with offsetInBytes and startIndex equal to 0, elementCount equal to data.Length,
and vertexStride equal to sizeof(T).
public void SetData<T>(T[] data) where T : struct
Parameters
dataT[]Data array to be passed to the shader.
Type Parameters
TType of elements in the data array.
SetData<T>(T[], int, int)
Sets the vertex buffer data, specifying the index at which to start copying from the source data array,
and the number of elements to copy from the source data array. This is the same as calling
SetData<T>(int, T[], int, int, int) with offsetInBytes equal to 0,
and vertexStride equal to sizeof(T).
public void SetData<T>(T[] data, int startIndex, int elementCount) where T : struct
Parameters
dataT[]Data array to be passed to the shader.
startIndexintIndex at which to start copying from
data. Must be within thedataarray bounds.elementCountintNumber of elements to copy from
data. The combination ofstartIndexandelementCountmust be within thedataarray bounds.
Type Parameters
TType of elements in the data array.