API consistency and the word "Primitive
by Valador, Inc. · in Torque Game Engine Advanced · 09/19/2005 (9:12 am) · 1 replies
Not trying to sound nit picky, but I think this may cause some mistakes for people.
the use of the word "primitiveCount" in the function:
has a very different meaning from the numPrimitives field in:
In rendering a cube, the value primitiveCount = 1 and the value for numPrimitives = 12. I think for me, as a DirectX programmer, the word primitive already means "how many total triangles".
Again, not trying to be picky, but it caused d3d errors for me and I thought maybe it could save some time for others.
~Eric P
the use of the word "primitiveCount" in the function:
GFXPrimitiveBuffer(GFXDevice *device, U32 indexCount, U32 primitiveCount, GFXBufferType bufferType)
has a very different meaning from the numPrimitives field in:
GFXPrimitive.numPrimitives
In rendering a cube, the value primitiveCount = 1 and the value for numPrimitives = 12. I think for me, as a DirectX programmer, the word primitive already means "how many total triangles".
Again, not trying to be picky, but it caused d3d errors for me and I thought maybe it could save some time for others.
~Eric P
Torque Owner Unsung Zero
Perhaps primitiveCount is the "object" definition of primitive, and numPrimitives is the "poly" definition of primitive.