void Corrdinate_spacesApp::update() { vector<Vec3f> positions; positions.resize(4); for( int i=0;i<positions.size();i++ ){ Perlin p; positions[i] = 3. * ( p.dnoise( getElapsedSeconds()+i, getElapsedSeconds()+i*2, getElapsedSeconds() ) * 2 - Vec3f(1.,1.,1.) ); } mVboMesh->bufferPositions(positions); mVboMesh->unbindBuffers(); }
void Corrdinate_spacesApp::setup() { vector<Vec3f> positions; vector<uint32_t> indices; positions.push_back( Vec3f( -1, 1, 0) ); //0 positions.push_back( Vec3f( -1, -1, 0) ); //1 positions.push_back( Vec3f( 1, -1, 0) ); //2 positions.push_back( Vec3f( 1, 1, 0) ); //3 indices.push_back(1); indices.push_back(3); indices.push_back(0); indices.push_back(1); indices.push_back(2); indices.push_back(3); // mMesh.appendVertices(positions.data(), positions.size()); // mMesh.appendIndices(indices.data(), indices.size()); gl::VboMesh::Layout layout; layout.setStaticPositions(); layout.setStaticIndices(); mVboMesh = gl::VboMesh::create( 4, 6, layout, GL_TRIANGLES ); mVboMesh->bufferPositions(positions); mVboMesh->bufferIndices(indices); mVboMesh->unbindBuffers(); mCam.setPerspective(60, getWindowAspectRatio(), .1, 10000); mCam.lookAt( Vec3f(0,0,5), Vec3f(0,0,0), Vec3f::yAxis() ); }