RenderIndex m_prev1;
RenderIndex m_prev2;
-const RenderIndex find_or_insert( const Vertex& vertex ){
+RenderIndex find_or_insert( const Vertex& vertex ){
RenderIndex index = 0;
while ( 1 )
/// \brief Sets up the OpenGL colour and vertex arrays for \p array.
-inline void pointvertex_gl_array( const PointVertex* array ){
+inline void pointvertex_gl_array( OpenGLBinding &GL, const PointVertex* array ){
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &array->colour );
glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &array->vertex );
}
RenderablePointArray( const Array<PointVertex>& array, GLenum mode )
: m_array( array ), m_mode( mode ){
}
-void render( RenderStateFlags state ) const {
+void render( OpenGLBinding &GL, RenderStateFlags state ) const {
#define NV_DRIVER_BUG 1
#if NV_DRIVER_BUG
glColorPointer( 4, GL_UNSIGNED_BYTE, 0, 0 );
glVertexPointer( 3, GL_FLOAT, 0, 0 );
glDrawArrays( GL_TRIANGLE_FAN, 0, 0 );
#endif
- pointvertex_gl_array( m_array.data() );
+ pointvertex_gl_array( GL, m_array.data() );
glDrawArrays( m_mode, 0, GLsizei( m_array.size() ) );
}
};
: m_mode( mode ){
}
-void render( RenderStateFlags state ) const {
- pointvertex_gl_array( &m_vector.front() );
+void render( OpenGLBinding &GL, RenderStateFlags state ) const {
+ pointvertex_gl_array( GL, &m_vector.front() );
glDrawArrays( m_mode, 0, GLsizei( m_vector.size() ) );
}
: m_mode( mode ), m_vertices( vertices ){
}
-void render( RenderStateFlags state ) const {
- pointvertex_gl_array( m_vertices.data() );
+void render( OpenGLBinding &GL, RenderStateFlags state ) const {
+ pointvertex_gl_array( GL, m_vertices.data() );
glDrawArrays( m_mode, 0, m_vertices.size() );
}
};
: m_mode( mode ), m_indices( indices ), m_vertices( vertices ){
}
-void render( RenderStateFlags state ) const {
+void render( OpenGLBinding &GL, RenderStateFlags state ) const {
#if 1
- pointvertex_gl_array( m_vertices.data() );
+ pointvertex_gl_array( GL, m_vertices.data() );
glDrawElements( m_mode, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() );
#else
glBegin( m_mode );