std::array<Eigen::MatrixXi, 4> FillGroup(const Eigen::MatrixXi& m) { std::array<Eigen::MatrixXi, 4> patterns; patterns[0] = m; // Found in this awesome answer http://stackoverflow.com/a/3488737/505049 patterns[1] = m.transpose().colwise().reverse().eval(); // Rotate 90 CW patterns[2] = m.transpose().colwise().reverse().transpose().colwise().reverse().eval(); // Rotate 180. Not in the S.O. post patterns[3] = m.transpose().rowwise().reverse().eval(); // Rotate 270 CW return patterns; }
// http://www.songho.ca/opengl/gl_vbo.html#create IGL_INLINE void igl::opengl::create_index_vbo( const Eigen::MatrixXi & F, GLuint & F_vbo_id) { // Generate Buffers glGenBuffers(1,&F_vbo_id); // Bind Buffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,F_vbo_id); // Copy data to buffers // We expect a matrix with each vertex position on a row, we then want to // pass this data to OpenGL reading across rows (row-major) if(F.Options & Eigen::RowMajor) { glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*F.size(), F.data(), GL_STATIC_DRAW); }else { // Create temporary copy of transpose Eigen::MatrixXi FT = F.transpose(); // If its column major then we need to temporarily store a transpose glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*F.size(), FT.data(), GL_STATIC_DRAW); } // bind with 0, so, switch back to normal pointer operation glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }