VertexBufferContent Class (Microsoft.Xna.Framework.Content.Pipeline.Processors)
Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data.
System.Object
Microsoft.Xna.Framework.Content.Pipeline.ContentItem
Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent
Microsoft.Xna.Framework.Content.Pipeline.ContentItem
Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent
Namespace: Microsoft.Xna.Framework.Content.Pipeline.Processors
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
- C#
- VB
- F#
public class VertexBufferContent : ContentItem
Syntax for VB is not yet implemented.
Syntax for F# is not yet implemented.
The VertexBufferContent type exposes the following members.
Platforms | Name | Description | |
---|---|---|---|
VertexBufferContent() | Initializes a new instance of VertexBufferContent. | ||
VertexBufferContent(int) | Initializes a new instance of VertexBufferContent of the specified size. |
Platforms | Name | Description | |
---|---|---|---|
Identity | Gets or sets the identity of the content item. (Inherited from ContentItem.) | ||
Name | Gets or sets the name of the content item. (Inherited from ContentItem.) | ||
OpaqueData | Gets the opaque data of the content item. (Inherited from ContentItem.) | ||
VertexData | Gets the array containing the raw bytes of the packed vertex data. Use this method to get and set the contents of the vertex buffer. | ||
VertexDeclaration | Gets and sets the associated VertexDeclarationContent object. |
Platforms | Name | Description | |
---|---|---|---|
SizeOf | Gets the size of the specified type, in bytes. | ||
Write | Writes additional data into the vertex buffer. Writing begins at the specified byte offset, and each value is spaced according to the specified stride value (in bytes). | ||
Write<T> | Writes additional data into the vertex buffer. Writing begins at the specified byte offset, and each value is spaced according to the specified stride value (in bytes). |
This type directly corresponds to the runtime VertexBuffer class, and when a VertexBufferContent object is passed to the content compiler, the vertex data deserializes directly into a VertexBuffer at runtime. VertexBufferContent objects are not directly created by importers. The preferred method is to store vertex data in the more flexible VertexContent class.
Supported in:
Windows DirectX Desktop
Linux Desktop
Windows DirectX Desktop
Linux Desktop