MAGE  v0.171.0
Matthias Advanced Game Engine
mage::rendering::StaticMesh< VertexT, IndexT > Member List

This is the complete list of members for mage::rendering::StaticMesh< VertexT, IndexT >, including all inherited members.

BindMesh(ID3D11DeviceContext &device_context) const noexceptmage::rendering::Mesh
BindMesh(ID3D11DeviceContext &device_context, D3D11_PRIMITIVE_TOPOLOGY topology) const noexceptmage::rendering::Mesh
Draw(ID3D11DeviceContext &device_context) const noexceptmage::rendering::Mesh
Draw(ID3D11DeviceContext &device_context, std::size_t start_index, std::size_t nb_indices) const noexceptmage::rendering::Mesh
GetIndexFormat() const noexceptmage::rendering::Mesh
GetNumberOfIndices() const noexceptmage::rendering::Mesh
GetNumberOfVertices() const noexceptmage::rendering::Mesh
GetPrimitiveTopology() const noexceptmage::rendering::Mesh
GetVertexSize() const noexceptmage::rendering::Mesh
m_index_buffermage::rendering::Meshprotected
m_indicesmage::rendering::StaticMesh< VertexT, IndexT >private
m_vertex_buffermage::rendering::Meshprotected
m_verticesmage::rendering::StaticMesh< VertexT, IndexT >private
Mesh(std::size_t vertex_size, DXGI_FORMAT index_format, D3D11_PRIMITIVE_TOPOLOGY primitive_topology)mage::rendering::Meshexplicitprotected
Mesh(const Mesh &mesh)=deletemage::rendering::Meshprotected
Mesh(Mesh &&mesh) noexceptmage::rendering::Meshprotected
operator=(const StaticMesh &mesh)=deletemage::rendering::StaticMesh< VertexT, IndexT >
operator=(StaticMesh &&mesh) noexceptmage::rendering::StaticMesh< VertexT, IndexT >
mage::rendering::Mesh::operator=(const Mesh &mesh)=deletemage::rendering::Mesh
mage::rendering::Mesh::operator=(Mesh &&mesh) noexceptmage::rendering::Mesh
SetNumberOfIndices(std::size_t nb_indices) noexceptmage::rendering::Meshprotected
SetNumberOfVertices(std::size_t nb_vertices) noexceptmage::rendering::Meshprotected
SetupIndexBuffer(ID3D11Device &device)mage::rendering::StaticMesh< VertexT, IndexT >private
SetupVertexBuffer(ID3D11Device &device)mage::rendering::StaticMesh< VertexT, IndexT >private
StaticMesh(ID3D11Device &device, std::vector< VertexT > vertices, std::vector< IndexT > indices, D3D11_PRIMITIVE_TOPOLOGY primitive_topology=D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)mage::rendering::StaticMesh< VertexT, IndexT >explicit
StaticMesh(const StaticMesh &mesh)=deletemage::rendering::StaticMesh< VertexT, IndexT >
StaticMesh(StaticMesh &&mesh) noexceptmage::rendering::StaticMesh< VertexT, IndexT >
~Mesh()mage::rendering::Meshvirtual
~StaticMesh()mage::rendering::StaticMesh< VertexT, IndexT >virtual