void setupstrips() { finishstrips(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); vertex *buf = verts.getbuf(); glVertexPointer(3, GL_FLOAT, sizeof(vertex), &buf->x); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &buf->r); glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &buf->u); }
bool hasslot(const soundslot *p, const vector<soundslot> &v) const { return p >= v.getbuf() + slots && p < v.getbuf() + slots+numslots && slots+numslots < v.length(); }