Attribute-owned data structure for points. Point attributes are stored in leaf nodes and ordered by voxel for fast random and sequential access.  
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| template<> | 
| void | readCompressedValues (std::istream &is, PointDataIndex32 *destBuf, Index destCount, const util::NodeMask< 3 > &, bool) | 
|  | openvdb::io::readCompressedValues specialized on PointDataIndex32 arrays to ignore the value mask, use a larger block size and use 16-bit size instead of 64-bit 
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| template<> | 
| void | writeCompressedValues (std::ostream &os, PointDataIndex32 *srcBuf, Index srcCount, const util::NodeMask< 3 > &, const util::NodeMask< 3 > &, bool) | 
|  | openvdb::io::writeCompressedValues specialized on PointDataIndex32 arrays to ignore the value mask, use a larger block size and use 16-bit size instead of 64-bit 
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| template<typename T> | 
| void | writeCompressedValuesSize (std::ostream &os, const T *srcBuf, Index srcCount) | 
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| template<typename PointDataTreeT> | 
| AttributeSet::Descriptor::Ptr | makeDescriptorUnique (PointDataTreeT &tree) | 
|  | Deep copy the descriptor across all leaf nodes. 
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| template<typename PointDataTreeT> | 
| void | setStreamingMode (PointDataTreeT &tree, bool on=true) | 
|  | Toggle the streaming mode on all attributes in the tree to collapse the attributes after deconstructing a bound AttributeHandle to each array. This results in better memory efficiency when the data is streamed into another data structure (typically for rendering). 
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| template<typename PointDataTreeT> | 
| void | prefetch (PointDataTreeT &tree, bool position=true, bool otherAttributes=true) | 
|  | Sequentially pre-fetch all delayed-load voxel and attribute data from disk in order to accelerate subsequent random access. 
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| void | initialize () | 
|  | Global registration of point data-related types. 
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| void | uninitialize () | 
|  | Global deregistration of point data-related types. 
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Attribute-owned data structure for points. Point attributes are stored in leaf nodes and ordered by voxel for fast random and sequential access. 
- Author
- Dan Bailey