Unified Spine whole buffer that manages both vertex and index buffers
统一的 Spine 完整缓冲区,管理顶点和索引缓冲区
Flag indicating if currently in render pass
标志指示当前是否在渲染通道中
Flag indicating if buffer needs to be reuploaded
标志指示缓冲区是否需要重新上传
Buffer state for rendering (replaces Mesh2D wrapper)
用于渲染的缓冲区状态(替代 Mesh2D 包装)
Current vertex count for 65535 limit tracking
当前顶点数,用于 65535 限制跟踪
Index buffer on GPU
GPU 上的索引缓冲区
Vertex buffer on GPU (also serves as the main buffer for I2DGraphicWholeBuffer interface)
GPU 上的顶点缓冲区(同时作为 I2DGraphicWholeBuffer 接口的主缓冲区)
Compatibility property for I2DGraphicWholeBuffer interface
I2DGraphicWholeBuffer 接口的兼容属性
Mark a view as modified
标记视图为已修改
Upload data to GPU by reassembling all views with proper offsets
通过重组所有视图并应用正确的偏移将数据上传到 GPU Optimized: single pass through linked list, using global shared arrays with dynamic growth
Add a view to the linked list
将视图添加到链表中
Number of vertices to add
Check if buffer has space for more vertices
检查缓冲区是否有空间容纳更多顶点
Destroy this buffer and release resources
销毁此缓冲区并释放资源
Remove a view from the linked list
从链表中移除视图
Reset buffer capacity
重置缓冲区容量
Compatibility method for I2DGraphicWholeBuffer interface
I2DGraphicWholeBuffer 接口的兼容方法
En
Unified Spine whole buffer that manages both vertex and index buffers
Zh
统一的 Spine 完整缓冲区,管理顶点和索引缓冲区