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SleakEngine 1.0.0
C++23 multi-backend game engine
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#include <MeshBatch.hpp>
Public Member Functions | |
| MeshHandle () | |
| MeshHandle (const MeshHandle &) | |
| MeshHandle (MeshHandle &&) noexcept | |
| ~MeshHandle () | |
| bool | IsValid () const |
| MeshHandle & | operator= (const MeshHandle &) |
| MeshHandle & | operator= (MeshHandle &&) noexcept |
Public Attributes | |
| RefPtr< RenderEngine::BufferBase > | indexBuffer |
| uint32_t | indexCount = 0 |
| RefPtr< RenderEngine::BufferBase > | vertexBuffer |
| uint32_t | vertexFormat = 0 |
| Registered custom vertex layout of this mesh; 0 means the engine default Vertex. | |
Lightweight handle for GPU mesh buffers created outside the GameObject/Component system, for bulk draw submission with minimal per-object overhead (no per-draw component work).
Definition at line 23 of file MeshBatch.hpp.
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Special members defined out-of-line in MeshBatch.cpp so RefPtr<BufferBase>::release() sees a complete BufferBase type; a forward declaration alone would skip ~BufferBase() and leak the GPU buffer.
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Definition at line 40 of file MeshBatch.hpp.
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| RefPtr<RenderEngine::BufferBase> Sleak::MeshHandle::indexBuffer |
Definition at line 25 of file MeshBatch.hpp.
| uint32_t Sleak::MeshHandle::indexCount = 0 |
Definition at line 26 of file MeshBatch.hpp.
| RefPtr<RenderEngine::BufferBase> Sleak::MeshHandle::vertexBuffer |
Definition at line 24 of file MeshBatch.hpp.
| uint32_t Sleak::MeshHandle::vertexFormat = 0 |
Registered custom vertex layout of this mesh; 0 means the engine default Vertex.
Definition at line 28 of file MeshBatch.hpp.