Пример #1
0
void Geometry::RenderSetup()
{
    /*
    if (glMapBufferRange)
    {
        auto mem = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, vertsize * nverts, GL_MAP_READ_BIT);
        printf("%x\n", mem);
    }
    */

    SetAttribs(vbo, fmt.c_str(), (int)vertsize);
}
Пример #2
0
void RenderArray(Shader *sh, Primitive prim, int count, const char *fmt, int vertsize, void *vbuf, int *ibuf)
{
    sh->Set();
    GLenum glprim = GetPrimitive(prim);
    SetAttribs(0, fmt, vertsize, (char *)vbuf);
    if (ibuf)
    {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        glDrawElements(glprim, count, GL_UNSIGNED_INT, ibuf);
    }
    else glDrawArrays(glprim, 0, count);
    UnSetAttribs(fmt);
}
Пример #3
0
void RenderArray(Primitive prim, int tcount, int vcount, const char *fmt,
                 int vertsize1, uint vbo, uint ibo = 0, int vertsize2 = 0, uint vbo2 = 0)
{
    GLenum glprim = GetPrimitive(prim);
    SetAttribs(vbo, fmt, vertsize1, vbo2, vertsize2);
    if (ibo)
    {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
        glDrawElements(glprim, tcount, GL_UNSIGNED_INT, 0);
    }
    else
    {
        glDrawArrays(glprim, 0, vcount);
    }
    UnSetAttribs(fmt);

}
Пример #4
0
void Geometry::RenderSetup() { SetAttribs(vboId, fmt, vertsize); }
Пример #5
0
ScreenItem::ScreenItem(uint8_t left, uint8_t top, uint8_t len, bool highlighted, const char *item) : 
    dataItem((void*)item) 
{ 
    SetAttribs(left, top, len, highlighted, 1);
}
Пример #6
0
ScreenItem::ScreenItem(uint8_t left, uint8_t top, uint8_t len, bool highlighted, DataItemBase *item) : 
    dataItem(item) 
{ 
    SetAttribs(left, top, len, highlighted, 0);
}