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