Пример #1
0
AbstractMesh::AbstractMesh(const int primitive,
                           bool owner,
                           const Vector3D& center,
                           IFloatBuffer* vertices,
                           float lineWidth,
                           float pointSize,
                           const Color* flatColor,
                           IFloatBuffer* colors,
                           const float colorsIntensity,
                           bool depthTest,
                           IFloatBuffer* normals) :
_primitive(primitive),
_owner(owner),
_vertices(vertices),
_flatColor(flatColor),
_colors(colors),
_colorsIntensity(colorsIntensity),
_boundingVolume(NULL),
_center(center),
_translationMatrix(( center.isNan() || center.isZero() )
                   ? NULL
                   : new MutableMatrix44D(MutableMatrix44D::createTranslationMatrix(center)) ),
_lineWidth(lineWidth),
_pointSize(pointSize),
_depthTest(depthTest),
_glState(new GLState()),
_normals(normals)
{
  createGLState();
}
Пример #2
0
 FlatColorMesh(Mesh* mesh,
              bool ownedMesh,
              Color* color,
              bool ownedColor) :
 _mesh(mesh),
 _ownedMesh(ownedMesh),
 _flatColor(color),
 _ownedColor(ownedColor),
 _glState(new GLState())
 {
   createGLState();
 }
Пример #3
0
void BusyMeshRenderer::render(const G3MRenderContext* rc,
                              GLState* glState)
{
  GL* gl = rc->getGL();
  createGLState();
  
  gl->clearScreen(*_backgroundColor);

  Mesh* mesh = getMesh(rc);
  if (mesh != NULL) {
    mesh->render(rc, _glState);
  }
}