/// Constructor. /// /// \param type GL_VERTEX_SHADER or GL_FRAGMENT_SHADER. /// \param part1 Shader part. Shader(GLenum type, const char *part1) : m_id(dnload_glCreateShader(type)) { m_parts.push_back(part1); this->compile(); }
/// Initializes the complete intro direction. /// /// \param data Data blob to initialize from. void initialize(const int16_t *data) { const int16_t* iter = data; for(;;) { m_scenes.push_back(new Scene(iter)); iter = next_segment(next_segment(iter + 4)); if(Spline::is_segment_end(iter)) { break; } } }
/// Create a new child bone. /// /// \param pos Position. /// \param rot Rotation. /// \return Reference to the child bone created. void addChild(Bone* op) { m_children.push_back(op); op->setParent(this); }