Commit f989188b authored by Jan Möbius's avatar Jan Möbius
Browse files

Hopefully final switch to drawmsh

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@11717 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 9df1e6ec
This diff is collapsed.
......@@ -60,7 +60,7 @@
#include "BaseNode.hh"
#include <vector>
#include <ACG/Scenegraph/StripProcessorT.hh>
#include <ACG/GL/DrawMesh.hh>
//== NAMESPACES ===============================================================
......@@ -159,13 +159,7 @@ public:
// void update_strips();
private:
StripProcessorT<Mesh> stripProcessor_;
std::vector<unsigned int> tris_; // tri list
std::vector<unsigned int> vertRemap_; // vertex remapping
GLuint indexBuffer_;
bool indexBufferInitialized_;
DrawMeshT<Mesh>* drawMesh_;
/** @} */
......@@ -192,24 +186,6 @@ private:
/** @} */
//===========================================================================
/** @name Vertex Buffer
* @{ */
//===========================================================================
private:
/// Vertex buffer
GLuint vertexBuffer_;
/// Vertex buffer initialization flag
bool vertexBufferInitialized_;
/// Internal buffer used when rendering non float vertex coordinates
std::vector< ACG::Vec3f > vertices_;
/** @} */
//===========================================================================
/** @name Normal Buffer
* @{ */
......@@ -227,15 +203,6 @@ private:
/// Flag if normals should be used
bool enableNormals_;
/// Normal buffer
GLuint normalVertexBuffer_;
/// normal buffer initialization flag
bool normalVertexBufferInitialized_;
/// Internal buffer used when rendering non float normals
std::vector< ACG::Vec3f > normals_;
/** @} */
//===========================================================================
......@@ -253,48 +220,8 @@ private:
bool enableColors_;
/// color buffer
GLuint colorVertexbuffer_;
/// normal buffer initialization flag
bool colorVertexBufferInitialized_;
/// Internal buffer used when rendering non Vec4f colors
std::vector< ACG::Vec4f > colors_;
/** @} */
//===========================================================================
/** @name Texcoord buffer
* @{ */
//===========================================================================
public:
/// Returns if the per vertex Texture coordinates array is currently activated
bool texCoordEnabled() { return enableTexCoords_; };
/// Enable or disable the use of the per vertex Texture coordinates array
void enableTexCoords(bool _enable) { enableTexCoords_ = _enable; };
private:
bool enableTexCoords_;
/** @} */
//===========================================================================
/** @name Line buffer
* @{ */
//===========================================================================
private:
/// Vector storing vertices for rendering all edges in the mesh
std::vector< unsigned int > lineIndices_;
/// Index buffer for lines
GLuint lineIndexBuffer_;
/// lineIndexBuffer initialization flag
bool lineIndexBufferInitialized_;
//===========================================================================
/** @name Array control functions
* @{ */
......@@ -315,20 +242,10 @@ private:
enum ArrayType
{
NONE = 0,
VERTEX_ARRAY = 1,
NORMAL_VERTEX_ARRAY = 2,
COLOR_VERTEX_ARRAY = 4,
TEXCOORD_VERTEX_ARRAY = 8,
LINE_INDEX_ARRAY = 16,
PER_EDGE_VERTEX_ARRAY = 32,
PER_EDGE_COLOR_ARRAY = 64,
PER_FACE_VERTEX_ARRAY = 128,
PER_FACE_NORMAL_ARRAY = 256,
PER_FACE_PER_VERTEX_NORMAL_ARRAY = 512,
PER_FACE_COLOR_ARRAY = 1024,
PER_FACE_TEXCOORD_ARRAY = 2048,
PER_HALFEDGE_VERTEX_ARRAY = 4096,
PER_HALFEDGE_COLOR_ARRAY = 8192
PER_EDGE_VERTEX_ARRAY = 1,
PER_EDGE_COLOR_ARRAY = 2,
PER_HALFEDGE_VERTEX_ARRAY = 4,
PER_HALFEDGE_COLOR_ARRAY = 8
};
/// which arrays are currently enabled?
......@@ -354,8 +271,6 @@ public:
ACG::SceneGraph::DrawModes::DrawMode availableDrawModes() const;
private:
// types
enum FaceMode { PER_VERTEX, PER_FACE };
/** \brief draws all vertices of the mesh
*
......@@ -376,7 +291,7 @@ private:
/** \brief draws all faces of the mesh
*
*/
void draw_faces(FaceMode _mode);
void draw_faces();
private:
......
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment