Vertex clear: Difference between revisions
Jump to navigation
Jump to search
m (→Example Call) |
m (→Description) |
||
Line 1: | Line 1: | ||
{{FuncTitle|vertex_clear|buffer}} | {{FuncTitle|vertex_clear|buffer}} | ||
== Description == | == Description == | ||
Clears the client-side data in the given vertex buffer and marks it dirty as well as no longer frozen. This means the backend will upload new vertex data the next time the vertex buffer is submitted for rendering. After this function is called, and before the vertex buffer is submitted, new vertex data can be supplied that will replace the old vertex data. | Clears the client-side data in the given vertex buffer and marks it dirty as well as no longer frozen. This means the backend will upload new vertex data the next time the vertex buffer is submitted for rendering. After this function is called, and before the vertex buffer is submitted, new vertex data can be supplied that will replace the old vertex data. The function is essentially the opposite of [[vertex_freeze]] and can be called any number of times on a vertex buffer. | ||
== Parameters == | == Parameters == |
Latest revision as of 20:23, 17 June 2018
Description
Clears the client-side data in the given vertex buffer and marks it dirty as well as no longer frozen. This means the backend will upload new vertex data the next time the vertex buffer is submitted for rendering. After this function is called, and before the vertex buffer is submitted, new vertex data can be supplied that will replace the old vertex data. The function is essentially the opposite of vertex_freeze and can be called any number of times on a vertex buffer.
Parameters
Parameter | Data Type | Description |
---|---|---|
buffer | integer | Index of the vertex buffer. |
Return Values
void: This function does not return anything.
Example Call
// demonstrates clearing a static vertex buffer so that its vertex data can be specified again
vertex_clear(static_buffer);
// add a triangle to a vertex buffer we want to be static
vertex_begin(static_buffer, vf_color_position);
vertex_color(static_buffer, c_red, 1);
vertex_position(static_buffer, 100, room_height - 100);
vertex_color(static_buffer, c_green, 1);
vertex_position(static_buffer, room_width / 2, 100);
vertex_color(static_buffer, c_blue, 1);
vertex_position(static_buffer, room_width - 100, 100);
vertex_end(static_buffer);