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hub / github.com/NVIDIAGameWorks/Falcor / bindGeometry

Method bindGeometry

Source/Falcor/Scene/Scene.cpp:815–837  ·  view source on GitHub ↗

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813 }
814
815 void Scene::bindGeometry()
816 {
817 auto var = mpSceneBlock->getRootVar();
818
819 var[kMeshBufferName] = mpMeshesBuffer;
820 var[kCurveBufferName] = mpCurvesBuffer;
821 var[kGeometryInstanceBufferName] = mpGeometryInstancesBuffer;
822
823 FALCOR_ASSERT(mpAnimationController);
824 mpAnimationController->bindBuffers();
825
826 if (hasIndexBuffer())
827 mMeshIndexData.bindShaderData(var[kIndexBufferName]);
828 mMeshStaticData.bindShaderData(var[kVertexBufferName]);
829 var[kPrevVertexBufferName] = mpAnimationController->getPrevVertexData();
830
831 if (mpCurveVao != nullptr)
832 {
833 var[kCurveIndexBufferName] = mpCurveVao->getIndexBuffer();
834 var[kCurveVertexBufferName] = mpCurveVao->getVertexBuffer(Scene::kStaticDataBufferIndex);
835 var[kPrevCurveVertexBufferName] = mpAnimationController->getPrevCurveVertexData();
836 }
837 }
838
839 void Scene::bindSDFGrids()
840 {

Callers

nothing calls this directly

Calls 4

hasIndexBufferFunction · 0.85
getRootVarMethod · 0.80
bindBuffersMethod · 0.80
bindShaderDataMethod · 0.45

Tested by

no test coverage detected