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 vertices

Types:

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);