Converts the matrix from the GPU memory layout ( memory layout may change with padding introduced by certain layout qualifiers such as packed, shared, std430, or std140 ) into the CPU memory layout ( which is a contiguous, unpadded array of values ).
int32 ConvertToCpuMemoryLayout( ProgramConstantInfo p_oInfo, int32 p_bZeroMemory, int32 p_nCols, int32 p_nRows, Float64Iterator first, Float64Iterator last, Float64Iterator dst )
Parameter Type | Parameter Name | Documentation |
---|---|---|
<ProgramConstantInfo> | p_oInfo | A pointer to a <ProgramConstantInfo> object ( which contains data about the OpenGL configuration of the data ). |
int32 | p_bZeroMemory | Fills the destination memory with zeros before performing the conversion if true. |
int32 | p_nCols | The number of columns in the matrix, as it was declared in the GLSL source code. |
int32 | p_nRows | The number of rows in the matrix, as it was declared in the GLSL source code. |
<Float64Iterator> | first | An iterator at the start of the source range. |
<Float64Iterator> | last | An iterator at the end of the source range. |
<Float64Iterator> | dst | An iterator at the start of the destination range. |
None published. Please look for an example in the Scenome Scripting Language code base.