#include <spMathRasterizer.hpp>
Public Member Functions | |
RasterizerVertex () | |
virtual | ~RasterizerVertex () |
virtual RasterizerVertex & | operator= (const RasterizerVertex &Other)=0 |
virtual RasterizerVertex & | operator+= (const RasterizerVertex &Other)=0 |
virtual RasterizerVertex & | operator-= (const RasterizerVertex &Other)=0 |
virtual RasterizerVertex & | operator*= (f32 Factor)=0 |
virtual RasterizerVertex & | operator/= (f32 Factor)=0 |
virtual s32 | getScreenCoordX () const =0 |
Returns the X screen coordinate. | |
virtual s32 | getScreenCoordY () const =0 |
Returns the Y screen coordinate. |
Rasterizer vertex class interface. Write your own vertex class and use the same interface. You do not need to inherit from this class but this is also allowed. Then use your vertex class to rasterize triangles or other primitives.
sp::math::RasterizerVertex::RasterizerVertex | ( | ) | [inline] |
virtual sp::math::RasterizerVertex::~RasterizerVertex | ( | ) | [inline, virtual] |
virtual s32 sp::math::RasterizerVertex::getScreenCoordX | ( | ) | const [pure virtual] |
Returns the X screen coordinate.
virtual s32 sp::math::RasterizerVertex::getScreenCoordY | ( | ) | const [pure virtual] |
Returns the Y screen coordinate.
virtual RasterizerVertex& sp::math::RasterizerVertex::operator*= | ( | f32 | Factor | ) | [pure virtual] |
virtual RasterizerVertex& sp::math::RasterizerVertex::operator+= | ( | const RasterizerVertex & | Other | ) | [pure virtual] |
virtual RasterizerVertex& sp::math::RasterizerVertex::operator-= | ( | const RasterizerVertex & | Other | ) | [pure virtual] |
virtual RasterizerVertex& sp::math::RasterizerVertex::operator/= | ( | f32 | Factor | ) | [pure virtual] |
virtual RasterizerVertex& sp::math::RasterizerVertex::operator= | ( | const RasterizerVertex & | Other | ) | [pure virtual] |