IndexBuffer3D is used to represent lists of vertex indices comprising graphic elements retained by the graphics subsystem.

Indices managed by an IndexBuffer3D object may be used to select vertices from a vertex stream. Indices are 16-bit unsigned integers. The maximum allowable index value is 65535 (0xffff). The graphics subsystem does not retain a reference to vertices provided to this object. Data uploaded to this object may be modified or discarded without affecting the stored values.


IndexBuffer3D cannot be instantiated directly. Create instances by using Context3D CreateIndexBuffer()


methods:

dispose()

Free all native GPU resources associated with this object.


uploadFromByteArray(data, byteArrayOffset, startOffset, count)

Store in the graphics subsystem vertex indices.

data - ByteArray containing index data. Each index is represented by 16-bits (two bytes) in the array. The number of bytes in data should be byteArrayOffset plus two times count. 

byteArrayOffset - offset, in bytes, into the data ByteArray from where to start reading.

startOffset - The index in this IndexBuffer3D object of the first index to be loaded in this IndexBuffer3D object. A value for startIndex not equal to zero may be used to load a sub-region of the index data.

count - The number of indices represented by data.

uploadFromVector(data, startOffset, count)

Store in the graphics subsystem vertex indices.

data - a vector array of vertex indices. Only the low 16 bits of each index value are used. The length of the vector must be greater than or equal to count.

startOffset - The index in this IndexBuffer3D object of the first index to be loaded. A value for startOffset not equal to zero may be used to load a sub-region of the index data.

count -The number of indices in data.

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