Class

CoglIndices

Description [src]

final class Cogl.Indices : GObject.Object
{
  /* No available fields */
}

Describe vertex indices stored in a CoglIndexBuffer.

Indices allow you to avoid duplicating vertices in your vertex data by virtualizing your data and instead providing a sequence of index values that tell the GPU which data should be used for each vertex.

If the GPU is given a sequence of indices it doesn’t simply walk through each vertex of your data in order it will instead walk through the indices which can provide random access to the underlying data.

Since it’s very common to have duplicate vertices when describing a shape as a list of triangles it can often be a significant space saving to describe geometry using indices. Reducing the size of your models can make it cheaper to map them into the GPU by reducing the demand on memory bandwidth and may help to make better use of your GPUs internal vertex caching.

For example, to describe a quadrilateral as 2 triangles for the GPU you could either provide data with 6 vertices or instead with indices you can provide vertex data for just 4 vertices and an index buffer that specifies the 6 vertices by indexing the shared vertices multiple times.

  CoglVertexP2 quad_vertices[] = {
    {x0, y0}, //0 = top left
    {x1, y1}, //1 = bottom left
    {x2, y2}, //2 = bottom right
    {x3, y3}, //3 = top right
  };
  //tell the gpu how to interpret the quad as 2 triangles...
  unsigned char indices[] = {0, 1, 2, 0, 2, 3};

Even in the above illustration we see a saving of 10bytes for one quad compared to having data for 6 vertices and no indices but if you need to draw 100s or 1000s of quads then its really quite significant.

Something else to consider is that often indices can be defined once and remain static while the vertex data may change for animations perhaps. That means you may be able to ignore the negligible cost of mapping your indices into the GPU if they don’t ever change.

The above illustration is actually a good example of static indices because it’s really common that developers have quad mesh data that they need to display and we know exactly what that indices array needs to look like depending on the number of quads that need to be drawn. It doesn’t matter how the quads might be animated and changed the indices will remain the same. Cogl even has a utility (cogl_get_rectangle_indices()) to get access to re-useable indices for drawing quads as above.

Hierarchy

hierarchy this CoglIndices ancestor_0 GObject ancestor_0--this

Ancestors

Constructors

cogl_indices_new
No description available.

cogl_indices_new_for_buffer
No description available.

Instance methods

cogl_indices_get_buffer
No description available.

cogl_indices_get_indices_type
No description available.

cogl_indices_get_offset
No description available.

cogl_indices_set_offset
No description available.

Methods inherited from GObject (43)

Please see GObject for a full list of methods.

Signals

Signals inherited from GObject (1)
GObject::notify

The notify signal is emitted on an object when one of its properties has its value set through g_object_set_property(), g_object_set(), et al.

Class structure

struct CoglIndicesClass {
  GObjectClass parent_class;
  
}

No description available.

Class members
parent_class: GObjectClass

No description available.