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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
+<title>NeL: NL3D::CMeshBlockManager class Reference</title>
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+<h1>NL3D::CMeshBlockManager Class Reference</h1><code>#include &lt;<a class="el" href="a05998.html">mesh_block_manager.h</a>&gt;</code>
+<p>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A class used to render instances sorted by MeshGeom first, then per material, where possible. This allow optimisation because less renderState swapping are needed. WARNING: if you add MeshGeom to 2 different <a class="el" href="a02875.html">CMeshBlockManager</a> at same times, it won't work, and will certainly crashes (not checked/assert).<p>
+NB VBHeap part works, even if no User interface use it. It don't give greate performance Add, but will may be used.<p>
+<dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2002 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05998.html#l00056">56</a> of file <a class="el" href="a05998.html">mesh_block_manager.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagera0">addInstance</a> (<a class="el" href="a02879.html">IMeshGeom</a> *meshGeom, <a class="el" href="a02873.html">CMeshBaseInstance</a> *inst, float polygonCount)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagera1">CMeshBlockManager</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor. <a href="#NL3D_1_1CMeshBlockManagera1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagera2">flush</a> (<a class="el" href="a02434.html">IDriver</a> *drv, <a class="el" href="a03348.html">CScene</a> *scene, <a class="el" href="a03325.html">CRenderTrav</a> *renderTrav)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagera3">~CMeshBlockManager</a> ()</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">VBHeap part.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerz453_0">addVBHeap</a> (<a class="el" href="a02434.html">IDriver</a> *drv, <a class="el" href="a04558.html#a15">uint</a> vertexFormat, <a class="el" href="a04558.html#a15">uint</a> maxVertices)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerz453_1">freeMeshVBHeap</a> (<a class="el" href="a02879.html">IMeshGeom</a> *mesh)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called by ~IMeshGeom(). <a href="#NL3D_1_1CMeshBlockManagerz453_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerz453_2">releaseVBHeaps</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">release all Heaps =&gt; clear memory of meshs registered. <a href="#NL3D_1_1CMeshBlockManagerz453_2"></a><br><br></td></tr>
+<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::map&lt; <a class="el" href="a04558.html#a15">uint</a>, <a class="el" href="a04558.html#a15">uint</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagery0">TVBHeapMap</a></td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Heap Map from vertexFormat to VBHeap Id. NB: do not contains 0th. <a href="#NL3D_1_1CMeshBlockManagery0"></a><br><br></td></tr>
+<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerd0">allocateMeshVBHeap</a> (<a class="el" href="a02879.html">IMeshGeom</a> *mesh)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Try to allocate a MeshGeom into a specific Heap. <a href="#NL3D_1_1CMeshBlockManagerd0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerd1">render</a> (<a class="el" href="a02877.html">CVBHeapBlock</a> *hb, <a class="el" href="a02879.html">IMeshGeom</a> *meshGeom, std::vector&lt; <a class="el" href="a02876.html">CInstanceInfo</a> &gt; &amp;rdrInstances)</td></tr>
+
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02887.html">CMeshGeomRenderContext</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02877.html">CVBHeapBlock</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagery0">TVBHeapMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerr2">_VBHeapMap</a></td></tr>
+
+</table>
+<hr><h2>Member Typedef Documentation</h2>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagery0" doxytag="NL3D::CMeshBlockManager::TVBHeapMap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::map&lt;<a class="el" href="a04558.html#a15">uint</a>, <a class="el" href="a04558.html#a15">uint</a>&gt; <a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagery0">NL3D::CMeshBlockManager::TVBHeapMap</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Heap Map from vertexFormat to VBHeap Id. NB: do not contains 0th.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05998.html#l00122">122</a> of file <a class="el" href="a05998.html">mesh_block_manager.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagera1" doxytag="NL3D::CMeshBlockManager::CMeshBlockManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CMeshBlockManager::CMeshBlockManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05997.html#l00044">44</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a05998.html#l00137">_RenderCtx</a>, <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, <a class="el" href="a06000.html#l00062">NL3D::CMeshGeomRenderContext::Driver</a>, <a class="el" href="a06000.html#l00064">NL3D::CMeshGeomRenderContext::RenderTrav</a>, and <a class="el" href="a06000.html#l00063">NL3D::CMeshGeomRenderContext::Scene</a>.
+<p>
+<div class="fragment"><pre>00045 {
+00046 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.Driver= NULL;
+00047 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.Scene= NULL;
+00048 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.RenderTrav= NULL;
+00049
+00050 <span class="comment">// Allocate at least the 0th heap</span>
+00051 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.resize(1);
+00052 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[0]= <span class="keyword">new</span> CVBHeapBlock;
+00053 <span class="comment">// some reserve, avoiding first reallocation.</span>
+00054 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[0]-&gt;RdrInstances.reserve(100);
+00055 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[0]-&gt;RdrMeshGeoms.reserve(100);
+00056 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagera3" doxytag="NL3D::CMeshBlockManager::~CMeshBlockManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CMeshBlockManager::~<a class="el" href="a02875.html">CMeshBlockManager</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05997.html#l00059">59</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, and <a class="el" href="a05997.html#l00359">releaseVBHeaps()</a>.
+<p>
+<div class="fragment"><pre>00060 {
+00061 <span class="comment">// must release any user heap.</span>
+00062 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerz453_2">releaseVBHeaps</a>();
+00063 <span class="comment">// Release the 0th one.</span>
+00064 <span class="keyword">delete</span> <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[0];
+00065 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.clear();
+00066 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagera0" doxytag="NL3D::CMeshBlockManager::addInstance" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CMeshBlockManager::addInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02879.html">IMeshGeom</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>meshGeom</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02873.html">CMeshBaseInstance</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>inst</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap> <em>polygonCount</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Add an instance of a MeshGeom to render. Only <a class="el" href="a02873.html">CMeshBaseInstance</a> can be added. For now, only <a class="el" href="a02878.html">CMeshGeom</a> and <a class="el" href="a02892.html">CMeshMRMGeom</a> are known to work.
+<p>
+Definition at line <a class="el" href="a05997.html#l00069">69</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a06000.html#l00231">NL3D::IMeshGeom::_MeshBlockManager</a>, <a class="el" href="a06000.html#l00233">NL3D::IMeshGeom::_MeshVBHeapId</a>, <a class="el" href="a06000.html#l00228">NL3D::IMeshGeom::_RootInstanceId</a>, <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, <a class="el" href="a05997.html#l00274">allocateMeshVBHeap()</a>, <a class="el" href="a05998.html#l00098">NL3D::CMeshBlockManager::CInstanceInfo::MBI</a>, <a class="el" href="a05998.html#l00097">NL3D::CMeshBlockManager::CInstanceInfo::MeshGeom</a>, <a class="el" href="a05998.html#l00101">NL3D::CMeshBlockManager::CInstanceInfo::NextInstance</a>, <a class="el" href="a05997.html#l00040">NL3D_MBM_VBHEAP_HEAP_MASK</a>, <a class="el" href="a05998.html#l00099">NL3D::CMeshBlockManager::CInstanceInfo::PolygonCount</a>, <a class="el" href="a05998.html#l00108">NL3D::CMeshBlockManager::CVBHeapBlock::RdrInstances</a>, and <a class="el" href="a05998.html#l00111">NL3D::CMeshBlockManager::CVBHeapBlock::RdrMeshGeoms</a>.
+<p>
+Referenced by <a class="el" href="a06570.html#l00178">NL3D::CTransformShape::traverseRender()</a>.
+<p>
+<div class="fragment"><pre>00070 {
+00071 <span class="comment">// If the meshGeom has never been added to the manager, may do some precalc</span>
+00072 <span class="keywordflow">if</span>(meshGeom-&gt;_MeshBlockManager==NULL)
+00073 {
+00074 <span class="comment">// Fill </span>
+00075 meshGeom-&gt;_MeshBlockManager= <span class="keyword">this</span>;
+00076 <span class="comment">// try to fit the meshGeom in one of our VBHeap.</span>
+00077 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerd0">allocateMeshVBHeap</a>(meshGeom);
+00078 }
+00079
+00080 <span class="comment">// TestYoyo</span>
+00081 <span class="comment">/*extern uint TEMP_Yoyo_NInstVBHeap;</span>
+00082 <span class="comment"> extern uint TEMP_Yoyo_NInstNoVBHeap;</span>
+00083 <span class="comment"> if( meshGeom-&gt;_MeshVBHeapId &amp; NL3D_MBM_VBHEAP_HEAP_MASK )</span>
+00084 <span class="comment"> TEMP_Yoyo_NInstVBHeap++; </span>
+00085 <span class="comment"> else</span>
+00086 <span class="comment"> TEMP_Yoyo_NInstNoVBHeap++;*/</span>
+00087 <span class="comment">// End TestYoyo</span>
+00088
+00089 <span class="comment">// Choose the HeapBlock to fit in.</span>
+00090 CVBHeapBlock *hb= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[meshGeom-&gt;_MeshVBHeapId &amp; <a class="code" href="a04574.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>];
+00091
+00092 <span class="comment">// If the mesh geom is not added to this manager, add it.</span>
+00093 <span class="keywordflow">if</span>(meshGeom-&gt;_RootInstanceId==-1)
+00094 {
+00095 hb-&gt;RdrMeshGeoms.push_back(meshGeom);
+00096 }
+00097
+00098 <span class="comment">// setup the instance.</span>
+00099 CInstanceInfo instInfo;
+00100 instInfo.MeshGeom= meshGeom;
+00101 instInfo.MBI= inst;
+00102 instInfo.PolygonCount= polygonCount;
+00103
+00104 <span class="comment">// link to the head of the list.</span>
+00105 instInfo.NextInstance= meshGeom-&gt;_RootInstanceId;
+00106 meshGeom-&gt;_RootInstanceId= hb-&gt;RdrInstances.size();
+00107
+00108 <span class="comment">// add this instance</span>
+00109 hb-&gt;RdrInstances.push_back(instInfo);
+00110
+00111 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerz453_0" doxytag="NL3D::CMeshBlockManager::addVBHeap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CMeshBlockManager::addVBHeap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02434.html">IDriver</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>drv</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>vertexFormat</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>maxVertices</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Add a Heap for a given vertexFormat. Any meshGeom added with <a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagera0">addInstance()</a> which has this vertex Format may fit in this heap. return false and fail if the heap can't be allocated or if the heap with same vertexFormat still exist.
+<p>
+Definition at line <a class="el" href="a05997.html#l00393">393</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, <a class="el" href="a05998.html#l00123">_VBHeapMap</a>, <a class="el" href="a06714.html#l00056">NL3D::CVertexBufferHeap::init()</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05998.html#l00114">NL3D::CMeshBlockManager::CVBHeapBlock::VBHeap</a>.
+<p>
+<div class="fragment"><pre>00394 {
+00395 <span class="comment">// if find an existing vertexFormat, abort.</span>
+00396 TVBHeapMap::iterator it= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr2">_VBHeapMap</a>.find(vertexFormat);
+00397 <span class="comment">// if found, abort</span>
+00398 <span class="keywordflow">if</span>( it!=<a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr2">_VBHeapMap</a>.end() )
+00399 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+00400
+00401 <span class="comment">// create the block</span>
+00402 CVBHeapBlock *hb= <span class="keyword">new</span> CVBHeapBlock;
+00403
+00404 <span class="comment">// allocate vertex space</span>
+00405 hb-&gt;VBHeap.init(drv, vertexFormat, maxVertices);
+00406
+00407 <span class="comment">// add an entry to the array, and the map.</span>
+00408 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.push_back(hb);
+00409 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr2">_VBHeapMap</a>[vertexFormat]= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.size()-1;
+00410
+00411 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+00412 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerd0" doxytag="NL3D::CMeshBlockManager::allocateMeshVBHeap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CMeshBlockManager::allocateMeshVBHeap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02879.html">IMeshGeom</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>mesh</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Try to allocate a MeshGeom into a specific Heap.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05997.html#l00274">274</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a06000.html#l00233">NL3D::IMeshGeom::_MeshVBHeapId</a>, <a class="el" href="a06000.html#l00235">NL3D::IMeshGeom::_MeshVBHeapIndexStart</a>, <a class="el" href="a06000.html#l00237">NL3D::IMeshGeom::_MeshVBHeapNumVertices</a>, <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, <a class="el" href="a05998.html#l00123">_VBHeapMap</a>, <a class="el" href="a06714.html#l00125">NL3D::CVertexBufferHeap::allocate()</a>, <a class="el" href="a05998.html#l00116">NL3D::CMeshBlockManager::CVBHeapBlock::AllocatedMeshGeoms</a>, <a class="el" href="a06000.html#l00207">NL3D::IMeshGeom::computeMeshVBHeap()</a>, <a class="el" href="a05998.html#l00118">NL3D::CMeshBlockManager::CVBHeapBlock::FreeIds</a>, <a class="el" href="a06000.html#l00200">NL3D::IMeshGeom::getVBHeapInfo()</a>, <a class="el" href="a06714.html#l00153">NL3D::CVertexBufferHeap::lock()</a>, <a class="el" href="a05997.html#l00038">NL3D_MBM_VBHEAP_MESH_SHIFT</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00096">uint8</a>, <a class="el" href="a06714.html#l00171">NL3D::CVertexBufferHeap::unlock()</a>, and <a class="el" href="a05998.html#l00114">NL3D::CMeshBlockManager::CVBHeapBlock::VBHeap</a>.
+<p>
+Referenced by <a class="el" href="a05997.html#l00069">addInstance()</a>.
+<p>
+<div class="fragment"><pre>00275 {
+00276 <span class="comment">// Get info from mesh. </span>
+00277 <a class="code" href="a04558.html#a15">uint</a> vertexFormat, numVertices;
+00278 <span class="comment">// if the mesh do not support VBHeap, quit.</span>
+00279 <span class="keywordflow">if</span>( !mesh-&gt;getVBHeapInfo(vertexFormat, numVertices) )
+00280 <span class="keywordflow">return</span>;
+00281
+00282 <span class="comment">// In case of ...</span>
+00283 <span class="keywordflow">if</span>( numVertices==0 )
+00284 <span class="keywordflow">return</span>;
+00285
+00286 <span class="comment">// try to find a VBHeap with this vertexFormat.</span>
+00287 TVBHeapMap::iterator it= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr2">_VBHeapMap</a>.find(vertexFormat);
+00288 <span class="comment">// if not found, abort</span>
+00289 <span class="keywordflow">if</span>(it==<a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr2">_VBHeapMap</a>.end())
+00290 <span class="keywordflow">return</span>;
+00291
+00292 <span class="comment">// access to this VBHeap.</span>
+00293 <a class="code" href="a04558.html#a15">uint</a> vbHeapId= it-&gt;second;
+00294 CVBHeapBlock *vbHeapBlock= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[vbHeapId];
+00295 <span class="comment">// try to allocate sapce into the heap. Fail=&gt; abort.</span>
+00296 <a class="code" href="a04558.html#a15">uint</a> indexStart;
+00297 <span class="keywordflow">if</span>( !vbHeapBlock-&gt;VBHeap.allocate(numVertices, indexStart) )
+00298 <span class="keywordflow">return</span>;
+00299
+00300 <span class="comment">// All is Ok here =&gt; setup infos.</span>
+00301 <span class="comment">//==================</span>
+00302
+00303 <span class="comment">// Keep track of the mesh =&gt; allocate.</span>
+00304 <a class="code" href="a04558.html#a15">uint</a> meshId;
+00305 <span class="comment">// try to get a free id.</span>
+00306 <span class="keywordflow">if</span>( !vbHeapBlock-&gt;FreeIds.empty() )
+00307 {
+00308 meshId= vbHeapBlock-&gt;FreeIds.back();
+00309 vbHeapBlock-&gt;FreeIds.pop_back();
+00310 vbHeapBlock-&gt;AllocatedMeshGeoms[meshId]= mesh;
+00311 }
+00312 <span class="comment">// else, must add to the array</span>
+00313 <span class="keywordflow">else</span>
+00314 {
+00315 meshId= vbHeapBlock-&gt;AllocatedMeshGeoms.size();
+00316 vbHeapBlock-&gt;AllocatedMeshGeoms.push_back(mesh);
+00317 }
+00318
+00319 <span class="comment">// info for delete in mesh</span>
+00320 mesh-&gt;_MeshVBHeapIndexStart= indexStart;
+00321 mesh-&gt;_MeshVBHeapId= vbHeapId + (meshId&lt;&lt;<a class="code" href="a04574.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>);
+00322 mesh-&gt;_MeshVBHeapNumVertices= numVertices;
+00323
+00324
+00325 <span class="comment">// Fill VB.</span>
+00326 <span class="comment">//==================</span>
+00327 <a class="code" href="a04558.html#a7">uint8</a> *dst= vbHeapBlock-&gt;VBHeap.lock(indexStart);
+00328 mesh-&gt;computeMeshVBHeap(dst, indexStart);
+00329 <span class="comment">// unlock only what vertices have changed (ATI problem)</span>
+00330 vbHeapBlock-&gt;VBHeap.unlock(indexStart, indexStart+numVertices);
+00331 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagera2" doxytag="NL3D::CMeshBlockManager::flush" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CMeshBlockManager::flush </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02434.html">IDriver</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>drv</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03348.html">CScene</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>scene</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03325.html">CRenderTrav</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>renderTrav</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Flush the manager and effectively render.
+<p>
+Definition at line <a class="el" href="a05997.html#l00114">114</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a05998.html#l00137">_RenderCtx</a>, <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, <a class="el" href="a06714.html#l00179">NL3D::CVertexBufferHeap::activate()</a>, <a class="el" href="a06000.html#l00062">NL3D::CMeshGeomRenderContext::Driver</a>, <a class="el" href="a05788.html#l00056">H_AUTO</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05998.html#l00108">NL3D::CMeshBlockManager::CVBHeapBlock::RdrInstances</a>, <a class="el" href="a05998.html#l00111">NL3D::CMeshBlockManager::CVBHeapBlock::RdrMeshGeoms</a>, <a class="el" href="a05997.html#l00177">render()</a>, <a class="el" href="a06000.html#l00066">NL3D::CMeshGeomRenderContext::RenderThroughVBHeap</a>, <a class="el" href="a06000.html#l00064">NL3D::CMeshGeomRenderContext::RenderTrav</a>, <a class="el" href="a06000.html#l00063">NL3D::CMeshGeomRenderContext::Scene</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05998.html#l00114">NL3D::CMeshBlockManager::CVBHeapBlock::VBHeap</a>.
+<p>
+Referenced by <a class="el" href="a06329.html#l00089">NL3D::CRenderTrav::traverse()</a>.
+<p>
+<div class="fragment"><pre>00115 {
+00116 <a class="code" href="a04558.html#a15">uint</a> i,j;
+00117
+00118 <a class="code" href="a04365.html#a4">H_AUTO</a>( NL3D_MeshBlockManager );
+00119
+00120 <span class="comment">// setup the manager</span>
+00121 <a class="code" href="a04199.html#a6">nlassert</a>(drv &amp;&amp; scene &amp;&amp; renderTrav);
+00122 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.Driver= drv;
+00123 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.Scene= scene;
+00124 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.RenderTrav= renderTrav;
+00125
+00126 <span class="comment">// render</span>
+00127 <span class="comment">//==========</span>
+00128
+00129 <span class="comment">// sort by Heap first =&gt; small setup of VBs.</span>
+00130 <span class="keywordflow">for</span>(j=0; j&lt;<a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.size();j++)
+00131 {
+00132 CVBHeapBlock *hb= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[j];
+00133 <span class="comment">// if not the special 0th heap, must activate VB.</span>
+00134 <span class="keywordflow">if</span>(j==0)
+00135 {
+00136 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.RenderThroughVBHeap= <span class="keyword">false</span>;
+00137 }
+00138 <span class="keywordflow">else</span>
+00139 {
+00140 <span class="comment">// set to true =&gt; avoid mesh to setup their own VB.</span>
+00141 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.RenderThroughVBHeap= <span class="keyword">true</span>;
+00142 <span class="comment">// activate current VB in driver</span>
+00143 hb-&gt;VBHeap.activate();
+00144 }
+00145
+00146
+00147 <span class="comment">// Always sort by MeshGeom, in this heap</span>
+00148 <span class="keywordflow">for</span>(i=0; i&lt;hb-&gt;RdrMeshGeoms.size();i++)
+00149 {
+00150 <span class="comment">// render the meshGeom and his instances</span>
+00151 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerd1">render</a>(hb, hb-&gt;RdrMeshGeoms[i], hb-&gt;RdrInstances);
+00152 }
+00153 }
+00154
+00155 <span class="comment">// reset.</span>
+00156 <span class="comment">//==========</span>
+00157
+00158 <span class="comment">// For all vb heaps</span>
+00159 <span class="keywordflow">for</span>(j=0; j&lt;<a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.size();j++)
+00160 {
+00161 CVBHeapBlock *hb= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[j];
+00162
+00163 <span class="comment">// Parse all MehsGeoms, and flag them as Not Added to me</span>
+00164 <span class="keywordflow">for</span>(i=0; i&lt;hb-&gt;RdrMeshGeoms.size();i++)
+00165 {
+00166 hb-&gt;RdrMeshGeoms[i]-&gt;_RootInstanceId= -1;
+00167 }
+00168
+00169 <span class="comment">// clear rdr arrays</span>
+00170 hb-&gt;RdrInstances.clear();
+00171 hb-&gt;RdrMeshGeoms.clear();
+00172 }
+00173 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerz453_1" doxytag="NL3D::CMeshBlockManager::freeMeshVBHeap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CMeshBlockManager::freeMeshVBHeap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02879.html">IMeshGeom</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>mesh</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Called by ~IMeshGeom().
+<p>
+
+<p>
+Definition at line <a class="el" href="a05997.html#l00334">334</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a06000.html#l00233">NL3D::IMeshGeom::_MeshVBHeapId</a>, <a class="el" href="a06000.html#l00235">NL3D::IMeshGeom::_MeshVBHeapIndexStart</a>, <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, <a class="el" href="a05998.html#l00116">NL3D::CMeshBlockManager::CVBHeapBlock::AllocatedMeshGeoms</a>, <a class="el" href="a06714.html#l00142">NL3D::CVertexBufferHeap::free()</a>, <a class="el" href="a05998.html#l00118">NL3D::CMeshBlockManager::CVBHeapBlock::FreeIds</a>, <a class="el" href="a05997.html#l00040">NL3D_MBM_VBHEAP_HEAP_MASK</a>, <a class="el" href="a05997.html#l00039">NL3D_MBM_VBHEAP_MESH_MASK</a>, <a class="el" href="a05997.html#l00038">NL3D_MBM_VBHEAP_MESH_SHIFT</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05998.html#l00114">NL3D::CMeshBlockManager::CVBHeapBlock::VBHeap</a>.
+<p>
+Referenced by <a class="el" href="a05997.html#l00359">releaseVBHeaps()</a>, and <a class="el" href="a05999.html#l00046">NL3D::IMeshGeom::~IMeshGeom()</a>.
+<p>
+<div class="fragment"><pre>00335 {
+00336 <a class="code" href="a04199.html#a6">nlassert</a>(mesh-&gt;_MeshVBHeapId);
+00337
+00338 <span class="comment">// unpack heap and mesh id.</span>
+00339 <a class="code" href="a04558.html#a15">uint</a> vbHeapId= mesh-&gt;_MeshVBHeapId &amp; <a class="code" href="a04574.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>;
+00340 <a class="code" href="a04558.html#a15">uint</a> meshId= (mesh-&gt;_MeshVBHeapId &amp; <a class="code" href="a04574.html#a2">NL3D_MBM_VBHEAP_MESH_MASK</a>) &gt;&gt; <a class="code" href="a04574.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>;
+00341
+00342 <span class="comment">// access to this VBHeap.</span>
+00343 CVBHeapBlock *vbHeapBlock= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[vbHeapId];
+00344
+00345 <span class="comment">// free VB memory.</span>
+00346 vbHeapBlock-&gt;VBHeap.free(mesh-&gt;_MeshVBHeapIndexStart);
+00347
+00348 <span class="comment">// free this space</span>
+00349 <a class="code" href="a04199.html#a6">nlassert</a>(meshId&lt;vbHeapBlock-&gt;AllocatedMeshGeoms.size());
+00350 vbHeapBlock-&gt;AllocatedMeshGeoms[meshId]= NULL;
+00351 vbHeapBlock-&gt;FreeIds.push_back(meshId);
+00352
+00353 <span class="comment">// reset mesh info.</span>
+00354 mesh-&gt;_MeshVBHeapId= 0;
+00355 mesh-&gt;_MeshVBHeapIndexStart= 0;
+00356 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerz453_2" doxytag="NL3D::CMeshBlockManager::releaseVBHeaps" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CMeshBlockManager::releaseVBHeaps </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+release all Heaps =&gt; clear memory of meshs registered.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05997.html#l00359">359</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a05998.html#l00128">_VBHeapBlocks</a>, <a class="el" href="a05998.html#l00123">_VBHeapMap</a>, <a class="el" href="a05998.html#l00116">NL3D::CMeshBlockManager::CVBHeapBlock::AllocatedMeshGeoms</a>, <a class="el" href="a05997.html#l00334">freeMeshVBHeap()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a05997.html#l00059">~CMeshBlockManager()</a>.
+<p>
+<div class="fragment"><pre>00360 {
+00361 <a class="code" href="a04558.html#a15">uint</a> i,j;
+00362
+00363 <span class="comment">// For all blocks but the 0th</span>
+00364 <span class="keywordflow">for</span>(j=1; j&lt;<a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.size();j++)
+00365 {
+00366 CVBHeapBlock *hb= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>[j];
+00367
+00368 <span class="comment">// For all allocated mesh of this heap.</span>
+00369 <span class="keywordflow">for</span>(i=0;i&lt;hb-&gt;AllocatedMeshGeoms.size();i++)
+00370 {
+00371 IMeshGeom *mesh= hb-&gt;AllocatedMeshGeoms[i];
+00372 <span class="comment">// if the mesh exist.</span>
+00373 <span class="keywordflow">if</span>(mesh)
+00374 {
+00375 <span class="comment">// free his VBHeap Data.</span>
+00376 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerz453_1">freeMeshVBHeap</a>(mesh);
+00377 <a class="code" href="a04199.html#a6">nlassert</a>( hb-&gt;AllocatedMeshGeoms[i] == NULL );
+00378 }
+00379 }
+00380
+00381 <span class="comment">// delete the block. NB: VBHeap auto released</span>
+00382 <span class="keyword">delete</span> hb;
+00383 }
+00384
+00385 <span class="comment">// erase all blocks but 0th</span>
+00386 <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">_VBHeapBlocks</a>.resize(1);
+00387
+00388 <span class="comment">// clear the map.</span>
+00389 <a class="code" href="a05378.html#a381">contReset</a>(_VBHeapMap);
+00390 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerd1" doxytag="NL3D::CMeshBlockManager::render" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CMeshBlockManager::render </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02877.html">CVBHeapBlock</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>hb</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02879.html">IMeshGeom</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>meshGeom</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02876.html">CInstanceInfo</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>rdrInstances</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05997.html#l00177">177</a> of file <a class="el" href="a05997.html">mesh_block_manager.cpp</a>.
+<p>
+References <a class="el" href="a06000.html#l00235">NL3D::IMeshGeom::_MeshVBHeapIndexStart</a>, <a class="el" href="a06000.html#l00237">NL3D::IMeshGeom::_MeshVBHeapNumVertices</a>, <a class="el" href="a05998.html#l00137">_RenderCtx</a>, <a class="el" href="a06000.html#l00228">NL3D::IMeshGeom::_RootInstanceId</a>, <a class="el" href="a02879.html#NL3D_1_1IMeshGeomz457_0">NL3D::IMeshGeom::activeInstance()</a>, <a class="el" href="a02879.html#NL3D_1_1IMeshGeomz457_1">NL3D::IMeshGeom::beginMesh()</a>, <a class="el" href="a02879.html#NL3D_1_1IMeshGeomz457_3">NL3D::IMeshGeom::endMesh()</a>, <a class="el" href="a02879.html#NL3D_1_1IMeshGeomz457_4">NL3D::IMeshGeom::getNumRdrPassesForInstance()</a>, <a class="el" href="a02879.html#NL3D_1_1IMeshGeomz457_5">NL3D::IMeshGeom::getNumRdrPassesForMesh()</a>, <a class="el" href="a06000.html#l00212">NL3D::IMeshGeom::isActiveInstanceNeedVBFill()</a>, <a class="el" href="a06714.html#l00153">NL3D::CVertexBufferHeap::lock()</a>, <a class="el" href="a05998.html#l00098">NL3D::CMeshBlockManager::CInstanceInfo::MBI</a>, <a class="el" href="a05998.html#l00101">NL3D::CMeshBlockManager::CInstanceInfo::NextInstance</a>, <a class="el" href="a05998.html#l00099">NL3D::CMeshBlockManager::CInstanceInfo::PolygonCount</a>, <a class="el" href="a02879.html#NL3D_1_1IMeshGeomz457_9">NL3D::IMeshGeom::renderPass()</a>, <a class="el" href="a06000.html#l00066">NL3D::CMeshGeomRenderContext::RenderThroughVBHeap</a>, <a class="el" href="a05981.html#l00099">sint32</a>, <a class="el" href="a02879.html#NL3D_1_1IMeshGeomz457_10">NL3D::IMeshGeom::sortPerMaterial()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a06714.html#l00171">NL3D::CVertexBufferHeap::unlock()</a>, and <a class="el" href="a05998.html#l00114">NL3D::CMeshBlockManager::CVBHeapBlock::VBHeap</a>.
+<p>
+Referenced by <a class="el" href="a05997.html#l00114">flush()</a>.
+<p>
+<div class="fragment"><pre>00178 {
+00179 <span class="comment">// TestYoyo</span>
+00180 <span class="comment">/*extern uint TEMP_Yoyo_NMeshVBHeap;</span>
+00181 <span class="comment"> extern uint TEMP_Yoyo_NMeshNoVBHeap;</span>
+00182 <span class="comment"> if( _RenderCtx.RenderThroughVBHeap )</span>
+00183 <span class="comment"> TEMP_Yoyo_NMeshVBHeap++;</span>
+00184 <span class="comment"> else</span>
+00185 <span class="comment"> TEMP_Yoyo_NMeshNoVBHeap++;*/</span>
+00186 <span class="comment">// End TestYoyo</span>
+00187
+00188 <span class="comment">// Start for this mesh.</span>
+00189 meshGeom-&gt;beginMesh(_RenderCtx);
+00190
+00191
+00192 <span class="comment">// sort per material first?</span>
+00193 <span class="keywordflow">if</span>( meshGeom-&gt;sortPerMaterial() )
+00194 {
+00195 <span class="comment">// number of renderPasses for this mesh.</span>
+00196 <a class="code" href="a04558.html#a15">uint</a> numRdrPass= meshGeom-&gt;getNumRdrPassesForMesh();
+00197
+00198 <span class="comment">// for all material.</span>
+00199 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> rdrPass=0;rdrPass&lt;numRdrPass;rdrPass++)
+00200 {
+00201 <span class="comment">// for all instance.</span>
+00202 <a class="code" href="a04558.html#a10">sint32</a> instId= meshGeom-&gt;_RootInstanceId;
+00203 <span class="keywordflow">while</span>( instId!=-1 )
+00204 {
+00205 CInstanceInfo &amp;instInfo= rdrInstances[instId];
+00206
+00207 <span class="comment">// activate this instance</span>
+00208 meshGeom-&gt;activeInstance(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, NULL);
+00209
+00210 <span class="comment">// render the pass.</span>
+00211 meshGeom-&gt;renderPass(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, rdrPass);
+00212
+00213 <span class="comment">// next instance</span>
+00214 instId= instInfo.NextInstance;
+00215 }
+00216 }
+00217 }
+00218 <span class="comment">// else sort per instance first</span>
+00219 <span class="keywordflow">else</span>
+00220 {
+00221 <span class="comment">// for all instance.</span>
+00222 <a class="code" href="a04558.html#a10">sint32</a> instId= meshGeom-&gt;_RootInstanceId;
+00223 <span class="keywordflow">while</span>( instId!=-1 )
+00224 {
+00225 CInstanceInfo &amp;instInfo= rdrInstances[instId];
+00226
+00227 <span class="comment">// If the meshGeom need to change Some VB (geomorphs...)</span>
+00228 <span class="keywordtype">bool</span> needVBHeapLock= <a class="code" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">_RenderCtx</a>.RenderThroughVBHeap &amp;&amp; meshGeom-&gt;isActiveInstanceNeedVBFill();
+00229 <span class="keywordtype">void</span> *vbDst= NULL;
+00230 <span class="keywordflow">if</span>(needVBHeapLock)
+00231 {
+00232 <span class="comment">// Lock the VBHeap</span>
+00233 vbDst= vbHeapBlock-&gt;VBHeap.lock(meshGeom-&gt;_MeshVBHeapIndexStart);
+00234 }
+00235
+00236 <span class="comment">// activate this instance</span>
+00237 meshGeom-&gt;activeInstance(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, vbDst);
+00238
+00239 <span class="keywordflow">if</span>(needVBHeapLock)
+00240 {
+00241 <span class="comment">// unlock only what vertices have changed (ATI problem)</span>
+00242 vbHeapBlock-&gt;VBHeap.unlock(meshGeom-&gt;_MeshVBHeapIndexStart,
+00243 meshGeom-&gt;_MeshVBHeapIndexStart + meshGeom-&gt;_MeshVBHeapNumVertices);
+00244 }
+00245
+00246 <span class="comment">// number of renderPasses for this mesh.</span>
+00247 <a class="code" href="a04558.html#a15">uint</a> numRdrPass= meshGeom-&gt;getNumRdrPassesForInstance(instInfo.MBI);
+00248
+00249 <span class="comment">// for all material.</span>
+00250 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> rdrPass=0;rdrPass&lt;numRdrPass;rdrPass++)
+00251 {
+00252 <span class="comment">// render the pass.</span>
+00253 meshGeom-&gt;renderPass(_RenderCtx, instInfo.MBI, instInfo.PolygonCount, rdrPass);
+00254 }
+00255
+00256 <span class="comment">// next instance</span>
+00257 instId= instInfo.NextInstance;
+00258 }
+00259 }
+00260
+00261 <span class="comment">// End for this mesh.</span>
+00262 meshGeom-&gt;endMesh(_RenderCtx);
+00263 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Field Documentation</h2>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerr0" doxytag="NL3D::CMeshBlockManager::_RenderCtx" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02887.html">CMeshGeomRenderContext</a> <a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerr0">NL3D::CMeshBlockManager::_RenderCtx</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05998.html#l00137">137</a> of file <a class="el" href="a05998.html">mesh_block_manager.h</a>.
+<p>
+Referenced by <a class="el" href="a05997.html#l00044">CMeshBlockManager()</a>, <a class="el" href="a05997.html#l00114">flush()</a>, and <a class="el" href="a05997.html#l00177">render()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerr1" doxytag="NL3D::CMeshBlockManager::_VBHeapBlocks" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02877.html">CVBHeapBlock</a>*&gt; <a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerr1">NL3D::CMeshBlockManager::_VBHeapBlocks</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+List of Heaps. NB: 0th heap is special: contains all meshs which can't fit in any VBHeap.
+<p>
+Definition at line <a class="el" href="a05998.html#l00128">128</a> of file <a class="el" href="a05998.html">mesh_block_manager.h</a>.
+<p>
+Referenced by <a class="el" href="a05997.html#l00069">addInstance()</a>, <a class="el" href="a05997.html#l00393">addVBHeap()</a>, <a class="el" href="a05997.html#l00274">allocateMeshVBHeap()</a>, <a class="el" href="a05997.html#l00044">CMeshBlockManager()</a>, <a class="el" href="a05997.html#l00114">flush()</a>, <a class="el" href="a05997.html#l00334">freeMeshVBHeap()</a>, <a class="el" href="a05997.html#l00359">releaseVBHeaps()</a>, and <a class="el" href="a05997.html#l00059">~CMeshBlockManager()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CMeshBlockManagerr2" doxytag="NL3D::CMeshBlockManager::_VBHeapMap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagery0">TVBHeapMap</a> <a class="el" href="a02875.html#NL3D_1_1CMeshBlockManagerr2">NL3D::CMeshBlockManager::_VBHeapMap</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05998.html#l00123">123</a> of file <a class="el" href="a05998.html">mesh_block_manager.h</a>.
+<p>
+Referenced by <a class="el" href="a05997.html#l00393">addVBHeap()</a>, <a class="el" href="a05997.html#l00274">allocateMeshVBHeap()</a>, and <a class="el" href="a05997.html#l00359">releaseVBHeaps()</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="a05998.html">mesh_block_manager.h</a><li><a class="el" href="a05997.html">mesh_block_manager.cpp</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 06:51:48 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>