Package | flash.display3D |
Class | public class VertexBuffer3D |
Inheritance | VertexBuffer3D Object |
Language Version: | ActionScript 3.0 |
Runtime Versions: | Flash Player 11, AIR 3 |
Use a VertexBuffer3D object to define the data associated with each point in a set of vertexes. You can upload the vertex data either from a Vector array or a ByteArray. (Once uploaded, the data in the original array is no longer referenced; changing or discarding the source array does not change the vertex data.)
The data associated with each vertex is in an application-defined format and is used as the
input for the vertex shader program. Identify which values belong
to which vertex program input using the Context3D setVertexBufferAt()
function.
A vertex program can use up to eight inputs (also known as vertex attribute registers). Each
input can require between one and four 32-bit values. For example, the [x,y,z] position
coordinates of a vertex can be passed to a vertex program as a vector containing three 32 bit
values. The Context3DVertexBufferFormat class defines constants for the supported
formats for shader inputs. You can supply up to sixty-four 32-bit values (256 bytes) of data
for each point (but a single vertex shader cannot use all of the data in this case).
The setVertexBufferAt()
function also identifies which vertex buffer to use
for rendering any subsequent drawTriangles()
calls. To render data from a different
vertex buffer, call setVertexBufferAt()
again with the appropriate arguments.
(You can store data for the same point in multiple vertex buffers,
say position data in one buffer and texture coordinates in another, but typically rendering is
more efficient if all the data for a point comes from a single buffer.)
The Index3DBuffer
object passed to the Context3D drawTriangles()
method organizes the vertex data into
triangles. Each value in the index buffer is the index to a vertex in the vertex buffer.
A set of three indexes, in sequence, defines a triangle.
You cannot create a VertexBuffer3D object directly. Use the
Context3D createVertexBuffer()
method instead.
To free the render context resources associated with a vertex buffer, call the object's dispose()
method.
Related API Elements
Method | Defined By | ||
---|---|---|---|
Frees all resources associated with this object. | VertexBuffer3D | ||
Indicates whether an object has a specified property defined. | Object | ||
Indicates whether an instance of the Object class is in the prototype chain of the object specified
as the parameter. | Object | ||
Indicates whether the specified property exists and is enumerable. | Object | ||
Sets the availability of a dynamic property for loop operations. | Object | ||
Returns the string representation of this object, formatted according to locale-specific conventions. | Object | ||
Returns the string representation of the specified object. | Object | ||
Uploads the data for a set of points to the rendering context from a byte array. | VertexBuffer3D | ||
Uploads the data for a set of points to the rendering context from a vector array. | VertexBuffer3D | ||
Returns the primitive value of the specified object. | Object |
dispose | () | method |
public function dispose():void
Language Version: | ActionScript 3.0 |
Runtime Versions: | Flash Player 11, AIR 3 |
Frees all resources associated with this object. After disposing a vertex buffer, calling upload() and rendering using this object will fail.
uploadFromByteArray | () | method |
public function uploadFromByteArray(data:ByteArray, byteArrayOffset:int, startVertex:int, numVertices:int):void
Language Version: | ActionScript 3.0 |
Runtime Versions: | Flash Player 11, AIR 3 |
Uploads the data for a set of points to the rendering context from a byte array.
Parameters
data:ByteArray — a byte array containing the vertex data. Each data value is four bytes long. The number of values in a vertex is specified at
buffer creation using the data32PerVertex parameter to the Context3D createVertexBuffer3D() method.
The length of the data in bytes must be byteArrayOffset plus four times the number of values per vertex times the number of vertices.
The ByteArray object must use the little endian format.
| |
byteArrayOffset:int — number of bytes to skip from the beginning of data
| |
startVertex:int — The index of the first vertex to be loaded. A value for startVertex not equal to zero may be used to load a sub-region of the vertex data.
| |
numVertices:int — The number of vertices to be loaded from data .
|
Throws
TypeError — Null Pointer Error: when data is null.
| |
RangeError — Bad Input Size: if byteArrayOffset is less than 0,
or if byteArrayOffset is greater than or equal to the length of data ,
or if there isn't enough data in the byte array after the offset position for the number of
vertices uploaded.
|
uploadFromVector | () | method |
public function uploadFromVector(data:Vector.<Number>, startVertex:int, numVertices:int):void
Language Version: | ActionScript 3.0 |
Runtime Versions: | Flash Player 11, AIR 3 |
Uploads the data for a set of points to the rendering context from a vector array.
Parameters
data:Vector.<Number> — a vector of 32-bit values. A single vertex is comprised of a number of values stored sequentially
in the vector. The number of values in a vertex is specified at buffer creation using the data32PerVertex
parameter to the Context3D createVertexBuffer3D() method. The length of the vector must
be the number of values per vertex times the number of vertexes.
| |
startVertex:int — The index of the first vertex to be loaded. A value for startVertex not equal to zero may be used to load a sub-region of the vertex data.
| |
numVertices:int — The number of vertices represented by data .
|
Throws
TypeError — Null Pointer Error: when data is null.
| |
RangeError — Bad Input Size: when there isn't enough data in the vector for the
number of vertices uploaded.
|
setVertexBufferAt()
method to specify that the first three data points are passed to the vertex program
as 3 Floating point values in va0 and that the second three data points are passed
as va1. A vertex program can have up to 8 inputs, also known as vertex attribute registers,
defined in this way.
const dataPerVertex:int = 6; var vertexData:Vector.<Number> = Vector.<Number>( [ // x, y, z r, g, b format 0, 0, 0, 1, 1, 1, -1, 1, 0, 0, 0,.5, 1, 1, 0, 0, 0, 1, 1,-1, 0, .5, 0, 0, -1,-1, 0, 1, 0, 0 ] ); var vertexes:VertexBuffer3D = renderContext.createVertexBuffer( vertexData.length/dataPerVertex, dataPerVertex ); vertexes.uploadFromVector( vertexData, 0, vertexData.length/dataPerVertex ); //Identify vertex data inputs for vertex program renderContext.setVertexBufferAt( 0, vertexes, 0, Context3DVertexBufferFormat.FLOAT_3 ); //Defines shader input va0 as the position data renderContext.setVertexBufferAt( 1, vertexes, 3, Context3DVertexBufferFormat.FLOAT_3 ); //Defines shader input va1 as the color data
Mon Nov 28 2011, 06:48 AM -08:00