//! Default constructor. ArrayAbstract() { VL_DEBUG_SET_OBJECT_NAME() mBufferGPU = new GLBufferObject; mVBODirty = true; mVBOUsage = vl::BU_STATIC_DRAW; }
/** Constructor. */ Effect() { VL_DEBUG_SET_OBJECT_NAME() mEnableMask = 0xFFFFFFFF; mRenderRank = 0; mActiveLod = 0; mLODShaders[0] = new ShaderPasses(new Shader); }
MultiDrawElements(EPrimitiveType primitive = PT_TRIANGLES) { VL_DEBUG_SET_OBJECT_NAME() mType = primitive; mIndexBuffer = new arr_type; mPrimitiveRestartIndex = typename arr_type::scalar_type(~0); mPrimitiveRestartEnabled = false; }
Atom() { VL_DEBUG_SET_OBJECT_NAME() mId = 0; mAtomType = AT_Unknown; mCoordinates = fvec3(0,0,0); mColor = fvec4(1.0f,1.0f,1.0f,1.0f); mRadius = 0.25f; mVisited = false; mVisible = true; mShowAtomName= false; /*mAtomName = nothing*/ }
//! Constructor. Object() { VL_DEBUG_SET_OBJECT_NAME() mRefCountMutex = NULL; mReferenceCount = 0; mAutomaticDelete = true; // user data #ifdef VL_USER_DATA_OBJECT mUserData = NULL; #endif #if VL_DEBUG_LIVING_OBJECTS debug_living_objects()->insert(this); // mDebug_LivingObjects.insert(this); #endif }
SceneManagerActorTree() { VL_DEBUG_SET_OBJECT_NAME() mBoundingVolumeTree = new ActorTree; }