VertexBuffer
A buffer that stores vertex data for rendering.
Inheritance Hierarchy
System.Object
Autodesk.Revit.DB.DirectContext3D.VertexBuffer
Namespace: Autodesk.Revit.DB.DirectContext3D
Assembly: RevitAPI (in RevitAPI.dll) Version: 25.0.0.0 (25.0.0.0)
Syntax
public class VertexBuffer : IDisposable
The VertexBuffer type exposes the following members.
Constructors
Name
Description
Public Method
VertexBuffer
Constructs the vertex buffer with the given capacity, measured in floats.
Properties
Name
Description
Public Property
IsValidObject
Specifies whether the .NET object represents a valid Revit entity.
Methods
Name
Description
Public Method
Dispose
Releases all resources used by the VertexBuffer
Public Method
Equals
Determines whether the specified object is equal to the current object.
(Inherited from Object)
Public Method
GetHashCode
Serves as the default hash function.
(Inherited from Object)
Public Method
GetMappedHandle
Gets a handle to the buffer’s memory that has been mapped. Writing data to the buffer using the handle is an alternative to using stream objects.
Public Method
GetType
Gets the Type of the current instance.
(Inherited from Object)
Public Method
GetVertexStreamPosition
Gets a stream that can be used to write vertices of type VertexPosition into the buffer.
Public Method
GetVertexStreamPositionColored
Gets a stream that can be used to write vertices of type VertexPositionColored into the buffer.
Public Method
GetVertexStreamPositionNormal
Gets a stream that can be used to write vertices of type VertexPositionNormal into the buffer.
Public Method
GetVertexStreamPositionNormalColored
Gets a stream that can be used to write vertices of type VertexPositionNormalColored into the buffer.
Public Method
IsValid
Tests whether the buffer is valid for rendering.
Public Method
Map
Maps a portion of the buffer into memory, so that vertex data can be written into it. (see VertexStream).
Public Method
ToString
Returns a string that represents the current object.
(Inherited from Object)
Public Method
Unmap
Unmaps the buffer, so that it can be used for rendering.