Example #1
0
//--------------------------------------------------------------
void ofVbo::setMesh(const ofMesh & mesh, int usage, bool useColors, bool useTextures, bool useNormals){
	if(mesh.getVertices().empty()){
		ofLogWarning("ofVbo") << "setMesh(): ignoring mesh with no vertices";
		return;
	}
	setVertexData(mesh.getVerticesPointer(),mesh.getNumVertices(),usage);
	if(mesh.hasColors() && useColors){
		setColorData(mesh.getColorsPointer(),mesh.getNumColors(),usage);
		enableColors();
	}else{
		disableColors();
	}
	if(mesh.hasNormals() && useNormals){
		setNormalData(mesh.getNormalsPointer(),mesh.getNumNormals(),usage);
		enableNormals();
	}else{
		disableNormals();
	}
	if(mesh.hasTexCoords() && useTextures){
		setTexCoordData(mesh.getTexCoordsPointer(),mesh.getNumTexCoords(),usage);
		enableTexCoords();
	}else{
		disableTexCoords();
	}
	if(mesh.hasIndices()){
		setIndexData(mesh.getIndexPointer(), mesh.getNumIndices(), usage);
		enableIndices();
	}else{
		disableIndices();
	}
}
Example #2
0
//--------------------------------------------------------------
void ofVbo::setNormalData(const float * normal0x, int total, int usage, int stride) {
	// tig: note that we set the 'Normalize' flag to true here, assuming that mesh normals need to be
	// normalized while being uploaded to GPU memory.
	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	// Normalizing the normals on the shader is probably faster, but sending non-normalized normals is
	// more prone to lead to artifacts difficult to diagnose, especially with the built-in 3D primitives.
	// If you need to optimise this, and you've dug this far through the code, you are most probably
	// able to roll your own client code for binding & rendering vbos anyway...
	normalAttribute.setData(normal0x, 3, total, usage, stride);
	normalAttribute.normalize = true;
	enableNormals();
}
Example #3
0
//--------------------------------------------------------------
void ofVbo::setNormalData(const float * normal0x, int total, int usage, int stride) {
	if(normalId==0) {
		glGenBuffers(1, &(normalId));
		retain(normalId);
		enableNormals();
	}
	normUsage = usage;
	normalStride = stride==0?3*sizeof(float):stride;
	
	glBindBuffer(GL_ARRAY_BUFFER, normalId);
	glBufferData(GL_ARRAY_BUFFER, total * stride, normal0x, usage);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}
Example #4
0
//--------------------------------------------------------------
void ofVbo::setNormalBuffer(ofBufferObject & buffer, int stride, int offset){
	normalAttribute.setBuffer(buffer, 3, stride, offset);
	enableNormals();
}