//-- // // ClearAll // //-- void Mesh::ClearAll() { // Initialize mesh // Clear all data ClearVertices(); ClearFaces(); ClearColors(); ClearTextures(); ClearFaceNormals(); ClearVertexNormals(); ClearTextureName(); }
void DBrush::LoadFromBrush(scene::Node* brush, bool textured) { ClearFaces(); ClearPoints(); #if 0 for(int i = g_FuncTable.m_pfnGetFaceCount(brush)-1; i >= 0 ; i--) { // running backwards so i dont have to use the count function each time (OPT) _QERFaceData* faceData = g_FuncTable.m_pfnGetFaceData(brush, i); if(faceData == NULL) DoMessageBox("Null pointer returned", "WARNING!", MB_OK); if(textured) AddFace(faceData->m_v1, faceData->m_v2, faceData->m_v3, faceData); else AddFace(faceData->m_v1, faceData->m_v2, faceData->m_v3, NULL); } #endif QER_brush = brush; }
DBrush::~DBrush() { ClearFaces(); ClearPoints(); }