To be deprecated
r_array_vertex_size
uint r_array_vertex_size(SUIFormats *vertex_format_types, uint *vertex_format_size, uint vertex_format_count);
Description: computes size in bytes of a specific vertext format.Types:
Enum:
SUIFormats
SUI_INT8 |
SUI_UINT8 |
SUI_INT16 |
SUI_UINT16 |
SUI_INT32 |
SUI_UINT32 |
SUI_FLOAT |
SUI_DOUBLE |
r_array_allocate
void *r_array_allocate(uint vertex_count, SUIFormats *vertex_format_types, uint *vertex_format_size, uint vertex_format_count, uint reference_count);
Description: Allocates a pool of vertex_count number of verticesTypes:
Enum:
SUIFormats
SUI_INT8 |
SUI_UINT8 |
SUI_INT16 |
SUI_UINT16 |
SUI_INT32 |
SUI_UINT32 |
SUI_FLOAT |
SUI_DOUBLE |
r_array_allocate_from_shader
void *r_array_allocate_from_shader(RShader *s, uint vertex_count, uint reference_count, boolean in);
r_array_free
void r_array_free(void *pool);
Description: Frees a vertex array pool.r_array_defrag
boolean r_array_defrag(void *pool);
Description: Moves one section of vertex data in a pool in order to defragmentate it. The funtion returns TRUE if a section was moved, and FALSE if there are no gaps in the vertex array left to collaps. In order to refragmet a pool entierly, simply call: while(r_array_defrag(pool));r_array_section_allocate_vertex
void *r_array_section_allocate_vertex(void *pool, uint size);
Description: Allocates a section from pool consisting of size number of vertices. Will return a handle to the section or NULL if the pool does not have enough space to left.r_array_section_allocate_reference
void *r_array_section_allocate_reference(void *pool, uint size);
r_array_section_free
void r_array_section_free(void *pool, void *section);
Description: REturn the memory used by a section to the pool and free the handle.r_array_load_vertex
void r_array_load_vertex(void *pool, void *section, void *data, uint start, uint length);
r_array_load_reference
void r_array_load_reference(void *pool, void *section, void *referencing_section, uint *data, uint length);