<HTML> <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <!-- Created on , 23 2005 by texi2html 1.64 --> <!-- Written by: Lionel Cons <Lionel.Cons@cern.ch> (original author) Karl Berry <karl@freefriends.org> Olaf Bachmann <obachman@mathematik.uni-kl.de> and many others. Maintained by: Olaf Bachmann <obachman@mathematik.uni-kl.de> Send bugs and suggestions to <texi2html@mathematik.uni-kl.de> --> <HEAD> <TITLE>OGRE Manual v1.0.0: Hardware Buffers</TITLE> <META NAME="description" CONTENT="OGRE Manual v1.0.0: Hardware Buffers"> <META NAME="keywords" CONTENT="OGRE Manual v1.0.0: Hardware Buffers"> <META NAME="resource-type" CONTENT="document"> <META NAME="distribution" CONTENT="global"> <META NAME="Generator" CONTENT="texi2html 1.64"> <LINK TYPE="text/css" rel="stylesheet" href="../style.css"> </HEAD> <BODY LANG="" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#800080" ALINK="#FF0000"> <A NAME="SEC171"></A> <TABLE CELLPADDING=1 CELLSPACING=1 BORDER=0> <TR><TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="manual_36.html#SEC170"> < </A>]</TD> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="index.html#SEC_Top"> Up </A>]</TD> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="manual_38.html#SEC172"> > </A>]</TD> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="index.html#SEC_Top">Top</A>]</TD> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="manual_toc.html#SEC_Contents">Contents</A>]</TD> <TD VALIGN="MIDDLE" ALIGN="LEFT">[Index]</TD> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="manual_abt.html#SEC_About"> ? </A>]</TD> </TR></TABLE> <HR SIZE=1> <H1> 5. Hardware Buffers </H1> <!--docid::SEC171::--> Both vertex buffers and index buffers inherit most of their features from the HardwareBuffer class. The general premise with a hardware buffer is that it is an area of memory with which you can do whatever you like; there is no format (vertex or otherwise) associated with the buffer itself - that is entirely up to interpretation by the methods that use it - in that way, a HardwareBuffer is just like an area of memory you might allocate using 'malloc' - the difference being that this memory is likely to be located in GPU or AGP memory. <A NAME="The Hardware Buffer Manager"></A> <HR SIZE=1> <BR> <FONT SIZE="-1"> This document was generated by <I>Steve Streeting</I> on <I>, 23 2005</I> using <A HREF="http://www.mathematik.uni-kl.de/~obachman/Texi2html "><I>texi2html</I></A> </BODY> </HTML>