示例#1
0
//----------------------------------------------------------------------------//
OpenGL3GeometryBuffer::OpenGL3GeometryBuffer(OpenGL3Renderer& owner, CEGUI::RefCounted<RenderMaterial> renderMaterial) :
    OpenGLGeometryBufferBase(owner, renderMaterial),
    d_glStateChanger(owner.getOpenGLStateChanger()),
    d_bufferSize(0)
{
    initialiseVertexBuffers();
}
示例#2
0
//----------------------------------------------------------------------------//
OpenGL3GeometryBuffer::OpenGL3GeometryBuffer(OpenGL3Renderer& owner) :
    d_owner(&owner),
    d_activeTexture(0),
    d_clipRect(0, 0, 0, 0),
    d_clippingActive(true),
    d_translation(0, 0, 0),
    d_rotation(Quaternion::IDENTITY),
    d_pivot(0, 0, 0),
    d_effect(0),
    d_matrix(0),
    d_matrixValid(false),
    d_shader(owner.getShaderStandard()),
    d_shaderPosLoc(owner.getShaderStandardPositionLoc()),
    d_shaderTexCoordLoc(owner.getShaderStandardTexCoordLoc()),
    d_shaderColourLoc(owner.getShaderStandardColourLoc()),
    d_shaderStandardMatrixLoc(owner.getShaderStandardMatrixUniformLoc()),
    d_glStateChanger(owner.getOpenGLStateChanger()),
    d_bufferSize(0)
{
    d_matrix = new mat4Pimpl();

    initialiseOpenGLBuffers();
}