Files
MonoGame.Extended/Source/MonoGame.Extended.Graphics/GeometryBuffer.Dynamic.cs
T
Lucas Girouard-StranksandDylan Wilson d0c621d0dc Create Graphics library. (#316)
* Fix BoundingRect unit tests.

* Create `graphics` library.
2016-11-27 22:51:59 +10:00

37 lines
1.9 KiB
C#

using System;
using Microsoft.Xna.Framework.Graphics;
namespace MonoGame.Extended.Graphics
{
public class DynamicGeometryBuffer<TVertexType> : GeometryBuffer<TVertexType>
where TVertexType : struct, IVertexType
{
/// <summary>
/// Initializes a new instance of the <see cref="DynamicGeometryBuffer{TVertexType}" /> class.
/// </summary>
/// <param name="graphicsDevice">The graphics device.</param>
/// <param name="maximumVerticesCount">The maximum number of vertices.</param>
/// <param name="maximumIndicesCount">The maximum number of indices.</param>
/// <exception cref="ArgumentNullException"><paramref name="graphicsDevice" /> is null.</exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="maximumVerticesCount" /> is <code>0</code>, or, <paramref name="maximumVerticesCount" /> is
/// <code>0</code>.
/// </exception>
/// <remarks>
/// <para>
/// For best performance, use <see cref="DynamicGeometryBuffer{TVertexType}" /> for geometry which changes
/// frame-to-frame and <see cref="StaticGeometryBuffer{TVertexType}" /> for geoemtry which does not change
/// frame-to-frame, or changes infrequently between frames.
/// </para>
/// <para>
/// Memory will be allocated for the vertex and index array buffers in proportion to
/// <paramref name="maximumVerticesCount" /> and <paramref name="maximumIndicesCount" /> respectively.
/// </para>
/// </remarks>
public DynamicGeometryBuffer(GraphicsDevice graphicsDevice, ushort maximumVerticesCount,
ushort maximumIndicesCount)
: base(graphicsDevice, GeometryBufferType.Dynamic, maximumVerticesCount, maximumIndicesCount)
{
}
}
}