//****************************************************************** //FUNCTION: void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_SMOOTH); //glEnable(GL_DEPTH_TEST); initGlew(); createIBO(); g_VBO->createVBO((GLfloat**)VerticesData, 12); g_ColorVBO->createVBO((GLfloat**)ColorData, 12); g_Shader->initShader("0vertex.glsl", "0fragment.glsl"); }
void GLC_Lod::setIboUsage(bool usage) { if (usage && !m_IndexVector.isEmpty()) { createIBO(); // Copy index from client side to serveur m_IndexBuffer.bind(); const GLsizei indexNbr= static_cast<GLsizei>(m_IndexVector.size()); const GLsizeiptr indexSize = indexNbr * sizeof(GLuint); m_IndexBuffer.allocate(m_IndexVector.data(), indexSize); m_IndexBuffer.release(); m_IndexSize= m_IndexVector.size(); m_IndexVector.clear(); } else if (!usage && m_IndexBuffer.isCreated()) { m_IndexVector= indexVector(); m_IndexBuffer.destroy(); } }