#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
using Axiom.Graphics;
using Tao.OpenGl;
namespace Axiom.RenderSystems.OpenGL{
/// <summary>
/// Summary description for GLHardwareBufferManager.
/// </summary>
public class GLHardwareBufferManager : HardwareBufferManager {
#region Member variables
#endregion
#region Constructors
public GLHardwareBufferManager() {
}
#endregion
#region Methods
/// <summary>
///
/// </summary>
/// <param name="type"></param>
/// <param name="numIndices"></param>
/// <param name="usage"></param>
/// <returns></returns>
public override HardwareIndexBuffer CreateIndexBuffer(IndexType type, int numIndices, BufferUsage usage) {
return CreateIndexBuffer(type, numIndices, usage, false);
}
/// <summary>
///
/// </summary>
/// <param name="type"></param>
/// <param name="numIndices"></param>
/// <param name="usage"></param>
/// <param name="useShadowBuffer"></param>
/// <returns></returns>
public override HardwareIndexBuffer CreateIndexBuffer(IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer) {
GLHardwareIndexBuffer buffer = new GLHardwareIndexBuffer(type, numIndices, usage, useShadowBuffer);
indexBuffers.Add(buffer);
return buffer;
}
/// <summary>
///
/// </summary>
/// <param name="vertexSize"></param>
/// <param name="numVerts"></param>
/// <param name="usage"></param>
/// <returns></returns>
public override HardwareVertexBuffer CreateVertexBuffer(int vertexSize, int numVerts, BufferUsage usage) {
return CreateVertexBuffer(vertexSize, numVerts, usage, false);
}
/// <summary>
///
/// </summary>
/// <param name="vertexSize"></param>
/// <param name="numVerts"></param>
/// <param name="usage"></param>
/// <param name="useShadowBuffer"></param>
/// <returns></returns>
public override HardwareVertexBuffer CreateVertexBuffer(int vertexSize, int numVerts, BufferUsage usage, bool useShadowBuffer) {
GLHardwareVertexBuffer buffer = new GLHardwareVertexBuffer(vertexSize, numVerts, usage, useShadowBuffer);
vertexBuffers.Add(buffer);
return buffer;
}
#endregion
}
public class GLSoftwareBufferManager : SoftwareBufferManager {
}
}
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