Commit a3aa840b authored by Jan Möbius's avatar Jan Möbius
Browse files

Use TriStripNode for rendering triangle meshes

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@5254 383ad7c9-94d9-4d36-a494-682f7c89f535
parent ac8ad0fd
......@@ -224,7 +224,7 @@
shaderNode_ = new ACG::SceneGraph::ShaderNode(textureNode() , "NEW ShaderNode for ");
meshNode_ = new ACG::SceneGraph::MeshNodeT<MeshT>(*mesh_, shaderNode_, "NEW MeshNode");
meshNode_ = new ACG::SceneGraph::TriStripNodeT<MeshT>(*mesh_, shaderNode_, "NEW MeshNode");
QString shaderDir = OpenFlipper::Options::shaderDirStr() +
OpenFlipper::Options::dirSeparator();
......@@ -345,6 +345,7 @@
template < class MeshT , DataType objectDataType >
void MeshObject< MeshT , objectDataType >::updateTopology() {
meshNode_->update_topology();
meshNode_->update_strips();
}
/** Updates the modeling regions scenegraph nodes */
......@@ -440,7 +441,7 @@
* @return Pointer to the mesh node
*/
template < class MeshT , DataType objectDataType >
ACG::SceneGraph::MeshNodeT<MeshT>* MeshObject< MeshT , objectDataType >::meshNode() {
ACG::SceneGraph::TriStripNodeT<MeshT>* MeshObject< MeshT , objectDataType >::meshNode() {
return meshNode_;
}
......
......@@ -75,7 +75,7 @@ enum StatusBits {
#include <OpenFlipper/common/BaseObjectData.hh>
#include <ACG/Scenegraph/MeshNodeT.hh>
#include <ACG/Scenegraph/TriStripNodeT.hh>
......@@ -192,7 +192,7 @@ class DLLEXPORTONLY MeshObject : public BaseObjectData {
bool areasVisible();
/// Get the Scenegraph Mesh Node
ACG::SceneGraph::MeshNodeT<MeshT>* meshNode();;
ACG::SceneGraph::TriStripNodeT<MeshT>* meshNode();;
/// Get the BoundingBox of this object
void boundingBox( ACG::Vec3f& _bbMin , typename ACG::Vec3f& _bbMax );
......@@ -211,7 +211,7 @@ class DLLEXPORTONLY MeshObject : public BaseObjectData {
ACG::SceneGraph::StatusNodeT<MeshT, FeatureNodeMod<MeshT> > *featureNode_;
/// Scenegraph Mesh Node
ACG::SceneGraph::MeshNodeT<MeshT>* meshNode_;
ACG::SceneGraph::TriStripNodeT<MeshT>* meshNode_;
/// Scenegraph TextureNode
TextureNode* textureNode_;
......
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