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

实现

构造函数

属性

_inPass: boolean = false

Flag indicating if currently in render pass

标志指示当前是否在渲染通道中

_needResetData: boolean = false

Flag indicating if buffer needs to be reuploaded

标志指示缓冲区是否需要重新上传

bufferState: IBufferState

Buffer state for rendering (replaces Mesh2D wrapper)

用于渲染的缓冲区状态(替代 Mesh2D 包装)

currentVertexCount: number = 0

Current vertex count for 65535 limit tracking

当前顶点数,用于 65535 限制跟踪

indexBuffer: IIndexBuffer

Index buffer on GPU

GPU 上的索引缓冲区

vertexBuffer: IVertexBuffer

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)

访问器

方法

  • 返回 void

    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