Improved indentation, making it consistent with the rest of the OSG headers
This commit is contained in:
@@ -20,271 +20,271 @@
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namespace osg {
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/** Provides access to the primitives that compose an \c osg::Drawable.
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* <p>Notice that \c TemplatePrimitiveFunctor is a class template, and that it inherits
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* from its template parameter \c T. This template parameter must implement
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3
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* v3, bool treatVertexDataAsTemporary)</tt>,
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, bool
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* treatVertexDataAsTemporary)</tt>, <tt>operator()(const osg::Vec3 v1,
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* const osg::Vec3 v2, const osg::Vec3 v3, bool treatVertexDataAsTemporary)</tt>,
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* and <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3,
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* const osg::Vec3 v4, bool treatVertexDataAsTemporary)</tt> which will be called
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* for the matching primitive when the functor is applied to a \c Drawable.
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* Parameters \c v1, \c v2, \c v3, and \c v4 are the vertices of the primitive.
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* The last parameter, \c treatVertexDataAsTemporary, indicates whether these
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* vertices are coming from a "real" vertex array, or from a temporary vertex array,
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* created by the \c TemplatePrimitiveFunctor from some other geometry representation.
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* @see \c PrimitiveFunctor for general usage hints.
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*/
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template<class T>
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class TemplatePrimitiveFunctor : public PrimitiveFunctor, public T
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/** Provides access to the primitives that compose an \c osg::Drawable.
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* <p>Notice that \c TemplatePrimitiveFunctor is a class template, and that it inherits
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* from its template parameter \c T. This template parameter must implement
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3
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* v3, bool treatVertexDataAsTemporary)</tt>,
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, bool
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* treatVertexDataAsTemporary)</tt>, <tt>operator()(const osg::Vec3 v1,
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* const osg::Vec3 v2, const osg::Vec3 v3, bool treatVertexDataAsTemporary)</tt>,
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* and <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3,
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* const osg::Vec3 v4, bool treatVertexDataAsTemporary)</tt> which will be called
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* for the matching primitive when the functor is applied to a \c Drawable.
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* Parameters \c v1, \c v2, \c v3, and \c v4 are the vertices of the primitive.
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* The last parameter, \c treatVertexDataAsTemporary, indicates whether these
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* vertices are coming from a "real" vertex array, or from a temporary vertex array,
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* created by the \c TemplatePrimitiveFunctor from some other geometry representation.
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* @see \c PrimitiveFunctor for general usage hints.
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*/
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template<class T>
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class TemplatePrimitiveFunctor : public PrimitiveFunctor, public T
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{
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public:
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TemplatePrimitiveFunctor()
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{
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public:
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_vertexArraySize=0;
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_vertexArrayPtr=0;
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}
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TemplatePrimitiveFunctor()
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{
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_vertexArraySize=0;
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_vertexArrayPtr=0;
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}
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virtual ~TemplatePrimitiveFunctor() {}
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virtual ~TemplatePrimitiveFunctor() {}
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virtual void setVertexArray(unsigned int,const Vec2*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec2*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int count,const Vec3* vertices)
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{
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_vertexArraySize = count;
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_vertexArrayPtr = vertices;
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}
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virtual void setVertexArray(unsigned int count,const Vec3* vertices)
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{
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_vertexArraySize = count;
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_vertexArrayPtr = vertices;
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}
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virtual void setVertexArray(unsigned int,const Vec4* )
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{
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notify(WARN)<<"Triangle Functor does not support Vec4* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec4* )
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{
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notify(WARN)<<"Triangle Functor does not support Vec4* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec2d*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec2d* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec2d*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec2d* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec3d*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec3d* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec3d*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec3d* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec4d* )
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{
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notify(WARN)<<"Triangle Functor does not support Vec4d* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec4d* )
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{
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notify(WARN)<<"Triangle Functor does not support Vec4d* vertex arrays"<<std::endl;
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}
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
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{
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if (_vertexArrayPtr==0 || count==0) return;
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
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{
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if (_vertexArrayPtr==0 || count==0) return;
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switch(mode)
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switch(mode)
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{
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case(GL_TRIANGLES): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
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break;
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}
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case(GL_TRIANGLE_STRIP): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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case(GL_TRIANGLES): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
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break;
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if ((i%2)) this->operator()(*(vptr),*(vptr+2),*(vptr+1),false);
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else this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
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}
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case(GL_TRIANGLE_STRIP): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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if ((i%2)) this->operator()(*(vptr),*(vptr+2),*(vptr+1),false);
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else this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
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}
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break;
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}
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case(GL_QUADS): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=4,vptr+=4)
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{
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),*(vptr+3),false);
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}
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break;
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}
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case(GL_QUAD_STRIP): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=2,vptr+=2)
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{
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this->operator()(*(vptr),*(vptr+1),*(vptr+3),*(vptr+2),false);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN): {
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const Vec3* vfirst = &_vertexArrayPtr[first];
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const Vec3* vptr = vfirst+1;
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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this->operator()(*(vfirst),*(vptr),*(vptr+1),false);
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}
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break;
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}
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case(GL_POINTS): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),false);
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break;
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}
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case(GL_LINES): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-1];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=2)
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this->operator()(*(vptr),*(vptr+1),false);
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break;
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}
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case(GL_LINE_STRIP): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-1];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),false);
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break;
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}
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case(GL_LINE_STRIP_ADJACENCY): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-2];
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for(const Vec3* vptr=&_vertexArrayPtr[first+1];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),false);
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break;
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}
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case(GL_LINE_LOOP): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-1];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),false);
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this->operator()(*(vlast),_vertexArrayPtr[first],false);
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break;
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}
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default:
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break;
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}
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}
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template<class IndexType>
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void drawElementsTemplate(GLenum mode,GLsizei count,const IndexType* indices)
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{
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if (indices==0 || count==0) return;
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typedef const IndexType* IndexPointer;
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switch(mode)
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break;
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}
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case(GL_QUADS): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=4,vptr+=4)
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{
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case(GL_TRIANGLES): {
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],false);
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break;
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),*(vptr+3),false);
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}
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case(GL_TRIANGLE_STRIP): {
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],
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_vertexArrayPtr[*(iptr+1)],false);
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else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+2)],false);
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}
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break;
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break;
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}
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case(GL_QUAD_STRIP): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=2,vptr+=2)
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{
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this->operator()(*(vptr),*(vptr+1),*(vptr+3),*(vptr+2),false);
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}
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case(GL_QUADS): {
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],
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false);
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}
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break;
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN): {
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const Vec3* vfirst = &_vertexArrayPtr[first];
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const Vec3* vptr = vfirst+1;
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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this->operator()(*(vfirst),*(vptr),*(vptr+1),false);
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}
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case(GL_QUAD_STRIP): {
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],
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false);
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}
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break;
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break;
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}
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case(GL_POINTS): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),false);
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break;
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}
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case(GL_LINES): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-1];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=2)
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this->operator()(*(vptr),*(vptr+1),false);
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break;
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}
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case(GL_LINE_STRIP): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-1];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),false);
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break;
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}
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case(GL_LINE_STRIP_ADJACENCY): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-2];
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for(const Vec3* vptr=&_vertexArrayPtr[first+1];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),false);
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break;
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}
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case(GL_LINE_LOOP): {
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const Vec3* vlast = &_vertexArrayPtr[first+count-1];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),false);
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this->operator()(*(vlast),_vertexArrayPtr[first],false);
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break;
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}
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default:
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break;
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}
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}
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template<class IndexType>
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void drawElementsTemplate(GLenum mode,GLsizei count,const IndexType* indices)
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{
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if (indices==0 || count==0) return;
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typedef const IndexType* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES): {
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],false);
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break;
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}
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case(GL_TRIANGLE_STRIP): {
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
|
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{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],
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_vertexArrayPtr[*(iptr+1)],false);
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else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+2)],false);
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN): {
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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false);
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}
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break;
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break;
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}
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case(GL_QUADS): {
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
|
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],
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false);
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}
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case(GL_POINTS): {
|
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
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this->operator()(_vertexArrayPtr[*iptr],false);
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break;
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break;
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}
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case(GL_QUAD_STRIP): {
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
|
||||
{
|
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
|
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_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],
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false);
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}
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case(GL_LINES): {
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IndexPointer ilast = &indices[count-1];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
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false);
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break;
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN): {
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IndexPointer iptr = indices;
|
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
|
||||
for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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false);
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}
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case(GL_LINE_STRIP): {
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||||
IndexPointer ilast = &indices[count-1];
|
||||
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
|
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
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false);
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break;
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}
|
||||
case(GL_LINE_STRIP_ADJACENCY): {
|
||||
IndexPointer ilast = &indices[count-2];
|
||||
for(IndexPointer iptr=&indices[1];iptr<ilast;iptr+=1)
|
||||
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
|
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false);
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break;
|
||||
}
|
||||
case(GL_LINE_LOOP): {
|
||||
IndexPointer ilast = &indices[count-1];
|
||||
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
|
||||
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
|
||||
false);
|
||||
this->operator()(_vertexArrayPtr[*(ilast)],_vertexArrayPtr[indices[0]],
|
||||
false);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(GL_POINTS): {
|
||||
IndexPointer ilast = &indices[count];
|
||||
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
|
||||
this->operator()(_vertexArrayPtr[*iptr],false);
|
||||
break;
|
||||
}
|
||||
case(GL_LINES): {
|
||||
IndexPointer ilast = &indices[count-1];
|
||||
for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
|
||||
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
|
||||
false);
|
||||
break;
|
||||
}
|
||||
case(GL_LINE_STRIP): {
|
||||
IndexPointer ilast = &indices[count-1];
|
||||
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
|
||||
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
|
||||
false);
|
||||
break;
|
||||
}
|
||||
case(GL_LINE_STRIP_ADJACENCY): {
|
||||
IndexPointer ilast = &indices[count-2];
|
||||
for(IndexPointer iptr=&indices[1];iptr<ilast;iptr+=1)
|
||||
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
|
||||
false);
|
||||
break;
|
||||
}
|
||||
case(GL_LINE_LOOP): {
|
||||
IndexPointer ilast = &indices[count-1];
|
||||
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
|
||||
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
|
||||
false);
|
||||
this->operator()(_vertexArrayPtr[*(ilast)],_vertexArrayPtr[indices[0]],
|
||||
false);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
|
||||
{
|
||||
drawElementsTemplate(mode, count, indices);
|
||||
}
|
||||
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
|
||||
{
|
||||
drawElementsTemplate(mode, count, indices);
|
||||
}
|
||||
|
||||
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
|
||||
{
|
||||
drawElementsTemplate(mode, count, indices);
|
||||
}
|
||||
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
|
||||
{
|
||||
drawElementsTemplate(mode, count, indices);
|
||||
}
|
||||
|
||||
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
|
||||
{
|
||||
drawElementsTemplate(mode, count, indices);
|
||||
}
|
||||
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
|
||||
{
|
||||
drawElementsTemplate(mode, count, indices);
|
||||
}
|
||||
|
||||
protected:
|
||||
protected:
|
||||
|
||||
unsigned int _vertexArraySize;
|
||||
const Vec3* _vertexArrayPtr;
|
||||
};
|
||||
unsigned int _vertexArraySize;
|
||||
const Vec3* _vertexArrayPtr;
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -24,30 +24,12 @@ class TriangleIndexFunctor : public PrimitiveIndexFunctor, public T
|
||||
{
|
||||
public:
|
||||
|
||||
|
||||
virtual void setVertexArray(unsigned int,const Vec2*)
|
||||
{
|
||||
}
|
||||
|
||||
virtual void setVertexArray(unsigned int ,const Vec3* )
|
||||
{
|
||||
}
|
||||
|
||||
virtual void setVertexArray(unsigned int,const Vec4* )
|
||||
{
|
||||
}
|
||||
|
||||
virtual void setVertexArray(unsigned int,const Vec2d*)
|
||||
{
|
||||
}
|
||||
|
||||
virtual void setVertexArray(unsigned int ,const Vec3d* )
|
||||
{
|
||||
}
|
||||
|
||||
virtual void setVertexArray(unsigned int,const Vec4d* )
|
||||
{
|
||||
}
|
||||
virtual void setVertexArray(unsigned int,const Vec2*) {}
|
||||
virtual void setVertexArray(unsigned int ,const Vec3*) {}
|
||||
virtual void setVertexArray(unsigned int,const Vec4*) {}
|
||||
virtual void setVertexArray(unsigned int,const Vec2d*) {}
|
||||
virtual void setVertexArray(unsigned int ,const Vec3d*) {}
|
||||
virtual void setVertexArray(unsigned int,const Vec4d*) {}
|
||||
|
||||
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user