Table of Contents

Class CreateMesh

Namespace
Bonsai.Shaders
Assembly
Bonsai.Shaders.dll

Represents an operator that creates a new mesh geometry for each vertex array data in the sequence.

[Combinator]
public class CreateMesh
Inheritance
CreateMesh
Inherited Members

Properties

DrawMode

Gets or sets a value specifying the kind of primitives to render with the vertex array data.

Usage

Gets or sets a value specifying the expected usage pattern of the vertex buffer.

VertexAttributes

Gets a collection of vertex attributes specifying how to map vertex array data into user-defined input values in the vertex shader.

Methods

Process(IObservable<Mat>)

Creates a new mesh geometry for each vertex array data in an observable sequence.

Process<TVertex>(IObservable<Tuple<TVertex[], byte[]>>)

Creates a new mesh geometry for each pair of vertex and index data in an observable sequence.

Process<TVertex>(IObservable<Tuple<TVertex[], short[]>>)

Creates a new mesh geometry for each pair of vertex and index data in an observable sequence.

Process<TVertex>(IObservable<Tuple<TVertex[], int[]>>)

Creates a new mesh geometry for each pair of vertex and index data in an observable sequence.

Process<TVertex>(IObservable<Tuple<TVertex[], ushort[]>>)

Creates a new mesh geometry for each pair of vertex and index data in an observable sequence.

Process<TVertex>(IObservable<Tuple<TVertex[], uint[]>>)

Creates a new mesh geometry for each pair of vertex and index data in an observable sequence.

Process<TVertex>(IObservable<TVertex[]>)

Creates a new mesh geometry for each vertex array data in an observable sequence.