Libraries.Game.Graphics.IndexArray Documentation

Inherits from: Libraries.Language.Object, Libraries.Game.Graphics.IndexData, Libraries.Game.Disposable

Summary

Actions Summary Table

ActionsDescription
Bind()Binds this set of indices for use by certain OpenGL functions.
Clear()Clears the underlying buffer used to store the values of this IndexArra
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns an integer.
Dispose()This action is used to release the memory used by this objec
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
GetHashCode()This action gets the hash code for an object.
GetMaxSize()This action will return the maximum number of indices this IndexArray can contai
GetSize()This action will return the current number of indices in this IndexArra
Load(integer maximumSize)This action will initialize the IndexArray to allow for the given number of indice
Put(Libraries.Containers.Integer32BitArray values)
Reload()Used to force OpenGL to create a new buffer handle.
SetIndices(Libraries.Containers.Integer32BitArray indices, integer offset, integer count)This action will set the indices of the IndexArray using the given array, starting at the offset index and iterating through the given number of indice
SetPosition(integer position)
Unbind()Unbinds this set of indices so it can't be used by certain OpenGL functions.

Actions Documentation

Bind()

Binds this set of indices for use by certain OpenGL functions. For an IndexArray, this does nothin

Clear()

Clears the underlying buffer used to store the values of this IndexArra

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Example Code

Object o
        Object t
        integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smalle

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Dispose()

This action is used to release the memory used by this objec

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode

Return

integer: The integer hash code of the object.

GetMaxSize()

This action will return the maximum number of indices this IndexArray can contai

Return

integer:

GetSize()

This action will return the current number of indices in this IndexArra

Return

integer:

Load(integer maximumSize)

This action will initialize the IndexArray to allow for the given number of indice

Parameters

Put(Libraries.Containers.Integer32BitArray values)

Parameters

Reload()

Used to force OpenGL to create a new buffer handle. Used for context los

SetIndices(Libraries.Containers.Integer32BitArray indices, integer offset, integer count)

This action will set the indices of the IndexArray using the given array, starting at the offset index and iterating through the given number of indice

Parameters

SetPosition(integer position)

Parameters

Unbind()

Unbinds this set of indices so it can't be used by certain OpenGL functions. For an IndexArray, this does nothin