Engine API Reference - v2.6.1
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    Class IndexBuffer

    An index buffer stores index values into a VertexBuffer. Indexed graphical primitives can normally utilize less memory that unindexed primitives (if vertices are shared).

    Typically, index buffers are set on Mesh objects.

    Index

    Constructors

    • Create a new IndexBuffer instance.

      Parameters

      • graphicsDevice: GraphicsDevice

        The graphics device used to manage this index buffer.

      • format: number

        The type of each index to be stored in the index buffer. Can be:

      • numIndices: number

        The number of indices to be stored in the index buffer.

      • Optionalusage: number = BUFFER_STATIC

        The usage type of the vertex buffer. Can be:

        Defaults to BUFFER_STATIC.

      • OptionalinitialData: ArrayBuffer

        Initial data. If left unspecified, the index buffer will be initialized to zeros.

      • Optionaloptions: { storage?: boolean }

        Object for passing optional arguments.

        • Optionalstorage?: boolean

          Defines if the index buffer can be used as a storage buffer by a compute shader. Defaults to false. Only supported on WebGPU.

      Returns IndexBuffer

      // Create an index buffer holding 3 16-bit indices. The buffer is marked as
      // static, hinting that the buffer will never be modified.
      const indices = new UInt16Array([0, 1, 2]);
      const indexBuffer = new pc.IndexBuffer(graphicsDevice,
      pc.INDEXFORMAT_UINT16,
      3,
      pc.BUFFER_STATIC,
      indices);

    Methods

    • Returns the number of indices stored in the specified index buffer.

      Returns number

      The number of indices stored in the specified index buffer.

    • Signals that the block of memory returned by a call to the lock function is ready to be given to the graphics hardware. Only unlocked index buffers can be set on the currently active device.

      Returns void