Example #1
0
		Value toValue( const math::Vec3f &vec )
		{
			Value v = Value::createArray();
			ArrayPtr a = v.asArray();
			for( int i=0;i<3;++i )
				a->append( Value::create<float>(vec[i]) );
			return v;
		}
Example #2
0
		Value toValue( const math::Matrix44f &matrix )
		{
			Value v = Value::createArray();
			ArrayPtr a = v.asArray();

			for( int i=0;i<16;++i )
				a->append( Value::create<float>(matrix.ma[i]) );

			return v;
		}
void GeometryManager::flushUnusedGeometry()
{
  ArrayPtr <GeometryInfo> validGeometry;
  
  for (size_t i = 0; i < geometryCollection.length(); i++)
    if (geometryCollection(i)->getUserCount() > 0)
      validGeometry.append(geometryCollection(i));
    else
    {
      deleteObject(geometryCollection(i)->getMedia());
      deleteObject(geometryCollection(i));
    }
    
  geometryCollection = validGeometry;
}
void TexturesManager::flushUnusedTextures()
{
  ArrayPtr <TextureInfo> validTextures;
  size_t i;
  unsigned int textureID;
  
  for (i = 0; i < textureCollection.length(); i++)
    if (textureCollection(i)->getUserCount() > 0)
      validTextures.append(textureCollection(i));
    else
    {
      textureID = textureCollection(i)->getMedia();
      glDeleteTextures(1, &textureID);
      deleteObject(textureCollection(i));
    }
    
  textureCollection.clear();
  textureCollection = validTextures;
}