From Brede Johansen,

"- Replaced some member attributes with local variables in Face record.
 - Multitexture support in Vertex class.
 - Renamed VertexList to VertexListRecord (VertexList is now a Vertex array)
 - new Mesh (with reserved field at offset 12, thanks to Paul Martz)
 - new LocalVertexPool
 - new MeshPrimitive
 - Use ProxyNode for externals.
 - Local cache for externals"
This commit is contained in:
Robert Osfield
2006-05-15 11:18:50 +00:00
parent e00bf394c8
commit 132b355d4f
8 changed files with 788 additions and 197 deletions

View File

@@ -13,43 +13,50 @@ Vertex::Vertex():
_color(1,1,1,1),
_normal(0,0,1),
_validColor(false),
_validNormal(false),
_validUV(false)
_validNormal(false)
{
for (int layer=0; layer<MAX_LAYERS; layer++)
_validUV[layer] = false;
}
Vertex::Vertex(const Vertex& vertex):
_coord(vertex._coord),
_color(vertex._color),
_normal(vertex._normal),
_uv(vertex._uv),
_validColor(vertex._validColor),
_validNormal(vertex._validNormal),
_validUV(vertex._validUV)
_validNormal(vertex._validNormal)
{
for (int layer=0; layer<MAX_LAYERS; layer++)
{
_uv[layer] = vertex._uv[layer];
_validUV[layer] = vertex._validUV[layer];
}
}
void Vertex::setCoord(osg::Vec3 coord)
void Vertex::setCoord(const osg::Vec3 coord)
{
_coord = coord;
}
void Vertex::setColor(osg::Vec4 color)
void Vertex::setColor(const osg::Vec4 color)
{
_color = color;
_validColor = true;
}
void Vertex::setNormal(osg::Vec3 normal)
void Vertex::setNormal(const osg::Vec3 normal)
{
_normal = normal;
_validNormal = true;
}
void Vertex::setUV(osg::Vec2 uv)
void Vertex::setUV(int layer, const osg::Vec2 uv)
{
_uv = uv;
_validUV = true;
if (layer>=0 && layer<MAX_LAYERS)
{
_uv[layer] = uv;
_validUV[layer] = true;
}
}