Пример #1
0
const modlogger &
modlogger::operator() (const char *fmt, ...) const
{
  va_list ap;
  va_start (ap, fmt);
  vfmt (fmt, ap);
  va_end (ap);
  return *this;
}
Пример #2
0
const warnobj &
warnobj::operator() (const char *fmt, ...) const
{
  va_list ap;
  va_start (ap, fmt);
  vfmt (fmt, ap);
  va_end (ap);
  return *this;
}
Пример #3
0
const traceobj &
traceobj::operator() (const int threshold, const char *fmt, ...)
{
  doprint = current_level >= threshold;
  if (doprint) {
    init ();
    va_list ap;
    va_start (ap, fmt);
    vfmt (fmt, ap);
    va_end (ap);
  }
  return *this;
}
Пример #4
0
glmesh::Mesh* Map::buildMesh(){
	//Create vertex format
	glmesh::AttributeList attribs;
	//position
	attribs.push_back(glmesh::AttribDesc(0, 4, glmesh::VDT_SINGLE_FLOAT, glmesh::ADT_FLOAT));
	//color
	attribs.push_back(glmesh::AttribDesc(1, 4, glmesh::VDT_UNSIGN_BYTE, glmesh::ADT_NORM_FLOAT));
	//vertex format from attributes
	glmesh::VertexFormat vfmt(attribs);

	//now use of CpuDateWriter to create our buffer
	glmesh::CpuDataWriter writer(vfmt, 4);

	{
		writer.Attrib(0.0f, 0.0f, 0.0f, 1.0f);
		writer.Attrib<GLubyte>(12, 0, 12, 255);
		writer.Attrib(0.5f, 0.0f, 0.0f, 1.0f);
		writer.Attrib<GLubyte>(13, 128, 64, 255);
		writer.Attrib(0.0f, 0.5f, 0.0f, 1.0f);
		writer.Attrib<GLubyte>(32, 0, 45, 255);
		writer.Attrib(0.5f, 0.5f, 0.0f, 1.0f);
		writer.Attrib<GLubyte>(0, 0, 255, 255);
	}

	GLuint buffer = writer.TransferToBuffer(gl::ARRAY_BUFFER, gl::STATIC_DRAW);

	//Create a mesh variant VAOs
	GLuint vao;

	gl::GenVertexArrays(1, &vao);

	gl::BindBuffer(gl::ARRAY_BUFFER, buffer);

	gl::BindVertexArray(vao);
	vfmt.BindAttributes(0);

	gl::BindBuffer(gl::ARRAY_BUFFER, 0);

	//shader variance
	glmesh::MeshVariantMap variants;
	variants["all"] = vao;

	glmesh::RenderCmdList cmd_list;
	cmd_list.DrawArrays(gl::TRIANGLE_STRIP, 0, 4);

	std::vector<GLuint> buffers(1, buffer);
	return new glmesh::Mesh(buffers, vao, cmd_list, variants);
}