used for vertex attribute streams. Needs VBO
capability():(
l3dprimitive,
vertextype, int numverts, int numindices, [
vidbuffer vbo], [int vbooffset], [
vidbuffer ibo], [int ibooffset]) - gives the
l3dprimitive a unique mesh.The new rendermesh is completely empty, so make sure you fill it with content before it gets rendered the first time (use
indexarray and
vertexarray interfaces). You can pass
vidbuffers for content as well. Uses the byte offset passed to the buffers or (-1) allocates from the buffer. Allocation is useful if multiple meshes shall reside in same
vidbuffers, manual offset is needed if you want to make use of instancing the same buffer content multiple time.Don't forget to set indexCount and vertexCount and at the end indexMinmax!