Axiom.RenderSystems.DirectX9.D3DHardwareIndexBuffer.D3DHardwareIndexBuffer C# (CSharp) Метод

D3DHardwareIndexBuffer() публичный Метод

public D3DHardwareIndexBuffer ( HardwareBufferManagerBase manager, IndexType type, int numIndices, BufferUsage usage, SlimDX.Direct3D9 device, bool useSystemMemory, bool useShadowBuffer ) : System
manager HardwareBufferManagerBase
type IndexType
numIndices int
usage BufferUsage
device SlimDX.Direct3D9
useSystemMemory bool
useShadowBuffer bool
Результат System
		public D3DHardwareIndexBuffer( HardwareBufferManagerBase manager, IndexType type, int numIndices, BufferUsage usage, D3D.Device device, bool useSystemMemory, bool useShadowBuffer )
			: base( manager, type, numIndices, usage, useSystemMemory, useShadowBuffer )
		{
#if !NO_AXIOM_D3D_MANAGE_BUFFERS
			d3dPool = useSystemMemory ? D3D.Pool.SystemMemory :
				// If not system mem, use managed pool UNLESS buffer is discardable
				// if discardable, keeping the software backing is expensive
					  ( ( usage & BufferUsage.Discardable ) != 0 ) ? D3D.Pool.Default : D3D.Pool.Managed;
#else
			d3dPool = useSystemMemory ? Pool.SystemMemory : Pool.Default;
#endif

		    device = D3DRenderSystem.ActiveD3D9Device; // temp hack (update to 1.7)

			// create the buffer
			d3dBuffer = new D3D.IndexBuffer(
				device,
				sizeInBytes,
				D3DHelper.ConvertEnum( usage ),
				d3dPool,
				type == IndexType.Size16 );
		}