std::vector< glm::vec3 > normals_; std::vector< glm::vec2 > textureCoordinates_; std::vector< glm::vec4 > colors_; ... implemented in Mesh.cpp: ... Mesh::Mesh(constaiMesh* mesh) { vaoId_[1]; vboIds_[4];BOOST_LOG_TRIVIAL(debug) <<"loading mesh..."; glm::detail::uint...
voidView::initScenePbo() {// Iterate through all of the objectsfor(vector<SceneObject *>::iterator it = m_objects.begin(); it != m_objects.end(); it++ ) {intbufferSize = (*it)->m_bumpResolution * (*it)->m_bumpResolution *sizeof(BGRA); GLuint* ids = (*it)->m_pbo;//ge...
//intideal = QThread::idealThreadCount();// Go through each point in the database.//std::vector<Vertex> _vertices;std::vector<GLshort> _indices;intnum_points = db.num_points();if( num_points >0){intpoints_per_thread = num_points / ideal;// Create the workers.//std::vector<buf...
setIdentityM(mModelMatrix, 0); mColor = new Vector3f(1f, 1f, 1f); } Example 20Source File: LineShaderRenderer.java From ar-drawing-java with Apache License 2.0 4 votes /** * This takes the float[] and creates FloatBuffers, Binds the VBO, and upload the Attributes to * correct ...
hv3sz = sizeof(openvr.HmdVector3_t) GL.glVertexAttribPointer(0,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), cast(0* hv3sz, c_void_p)) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(1,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), ...
hv3sz = sizeof(openvr.HmdVector3_t) GL.glVertexAttribPointer(0,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), cast(0* hv3sz, c_void_p)) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(1,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), ...