text: /*
   * Copyright 2008-2012 NVIDIA Corporation.  All rights reserved.
   *
   * NOTICE TO USER:
   *
   * This source code is subject to NVIDIA ownership rights under U.S. and
   * international Copyright laws.  Users and possessors of this source code
   * are hereby granted a nonexclusive, royalty-free license to use this code
   * in individual and commercial software.
   *
   * NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE
   * CODE FOR ANY PURPOSE.  IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR
   * IMPLIED WARRANTY OF ANY KIND.  NVIDIA DISCLAIMS ALL WARRANTIES WITH
   * REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF
   * MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
   * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
   * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
   * OF USE, DATA OR PROFITS,  WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
   * OR OTHER TORTIOUS ACTION,  ARISING OUT OF OR IN CONNECTION WITH THE USE
   * OR PERFORMANCE OF THIS SOURCE CODE.
   *
   * U.S. Government End Users.   This source code is a "commercial item" as
   * that term is defined at  48 C.F.R. 2.101 (OCT 1995), consisting  of
   * "commercial computer  software"  and "commercial computer software
   * documentation" as such terms are  used in 48 C.F.R. 12.212 (SEPT 1995)
   * and is provided to the U.S. Government only as a commercial end item.
   * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
   * 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the
   * source code with only those rights set forth herein.
   *
   * Any use of this source code in individual and commercial software must
   * include, in the user documentation and internal comments to the code,
   * the above Disclaimer and U.S. Government End Users Notice.
   */
  #include <RendererMeshDesc.h>
  
  using namespace SampleRenderer;
  
  RendererMeshDesc::RendererMeshDesc(void)
  {
  	primitives = RendererMesh::PRIMITIVE_POINTS;
  
  	vertexBuffers    = 0;
  	numVertexBuffers = 0;
  	firstVertex      = 0;
  	numVertices      = 0;
  
  	indexBuffer = 0;
  	firstIndex  = 0;
  	numIndices  = 0;
  
  	instanceBuffer = 0;
  	firstInstance  = 0;
  	numInstances   = 0;
  }
  
  bool RendererMeshDesc::isValid(void) const
  {
  	bool ok = true;
  	// remove vertexBuffer check for sprites
  	/* if(!vertexBuffers || !numVertexBuffers) ok = false; */
  	if(numIndices     && !indexBuffer)      ok = false;
  	if(numInstances   && !instanceBuffer)   ok = false;
  	return ok;
  }
  