GetTriangles

This call is deprecated as it became trivial and will be removed by end of 2020. The result from CalculateInstance exclusively exists of the relevant triangles when SetFormat() is setting bit 8 and unsetting with bit 9, 10, 12 and 13

Syntax

//   Visual Studio for Windows
public:
void __declspec(dllexport) __stdcall GetTriangles(
            __int64             owlInstance,
            __int64             * startIndex,
            __int64             * noTriangles,
            __int64             * startVertex,
            __int64             * firstNotUsedVertex
        );

//   Linux, OS-X and non-Visual Studio Windows solutions
public:
void GetTriangles(
            int64_t             owlInstance,
            int64_t             * startIndex,
            int64_t             * noTriangles,
            int64_t             * startVertex,
            int64_t             * firstNotUsedVertex
        );    

Property owlInstance

Size: 64 bit / 8 byte (value)
The handle to the specific instance in the design tree. The instance handle is static within one open model but is most probably different when the same instance is opened in another model. The instance is always exactly of one unique class.

Property startIndex

Size: 64 bit / 8 byte (reference)
This attribute will be filled with the start index in the index array for this API call / context.

Property noTriangles

Size: 64 bit / 8 byte (reference)
This attribute is filled with the number of triangles within the given instance.

Property startVertex

Size: 64 bit / 8 byte (reference)
The first vertex element used in this context. In some DirectX, OpenGL and VULKAN calls reducing the part of the vertex array where indices points towards is giving performance gains. Use of this property can be relevant during tweaking performance of your solution.

Property firstNotUsedVertex

Size: 64 bit / 8 byte (reference)
The first vertex element not used (i.e. first element after last element used) in this context. In some DirectX, OpenGL and VULKAN calls reducing the part of the vertex array where indices points towards is giving performance gains. Use of this property can be relevant during tweaking performance of your solution.