An ID allocator associates an id with a slice in an N number of arrays.
Definition idallocator.h:39
Nebula's dynamic array class.
Definition array.h:60
Implements a fixed size one-dimensional array.
Definition fixedarray.h:20
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
const SizeT MeshResourceGetNumMeshes(const MeshResourceId id)
Get number of meshes.
Definition meshresource.cc:24
void DestroyMeshResource(const MeshResourceId id)
Destroy.
Definition meshresource.cc:32
MeshResourceAllocator meshResourceAllocator
Definition meshresource.cc:9
const MeshId MeshResourceGetMesh(const MeshResourceId id, const IndexT index)
Get mesh.
Definition meshresource.cc:15
Ids::IdAllocator< Util::FixedArray< MeshId > > MeshResourceAllocator
Definition meshresource.h:30
#define RESOURCE_ID_TYPE(type)
Definition resourceid.h:41
Definition meshresource.h:16
Util::Array< CoreGraphics::MeshId > meshes
Definition meshresource.h:17
Definition meshresource.h:14
int SizeT
Definition types.h:49
int IndexT
Definition types.h:48