+Mesh::~Mesh()
+{
+ delete ibuf;
+}
+
+void Mesh::clear()
+{
+ vertices.clear();
+ batches.clear();
+}
+
+void Mesh::use_buffers(bool b)
+{
+ if(b)
+ {
+ vertices.use_vertex_buffer();
+ if(!ibuf)
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+ defer_ibuf = false;
+ }
+ else
+ {
+ vertices.use_vertex_buffer(0);
+ delete ibuf;
+ ibuf = 0;
+ defer_ibuf = false;
+ }
+}
+
+unsigned Mesh::get_n_vertices() const
+{
+ return vertices.size();
+}
+
+float *Mesh::modify_vertex(unsigned i)
+{
+ return vertices.modify(i);
+}
+
+void Mesh::add_batch(const Batch &b)
+{
+ bool can_append = false;
+ if(!batches.empty())
+ {
+ PrimitiveType type = b.get_type();
+ can_append = (type==batches.back().get_type() &&
+ type!=LINE_STRIP && type!=LINE_LOOP && type!=POLYGON &&
+ (type!=TRIANGLE_FAN || is_supported("GL_NV_primitive_restart")));
+ }
+
+ if(defer_ibuf)
+ {
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+ defer_ibuf = false;
+ }
+
+ if(can_append)
+ batches.back().append(b);
+ else
+ {
+ Batch *prev = (batches.empty() ? 0 : &batches.back());
+ batches.push_back(b);
+ if(ibuf)
+ batches.back().use_index_buffer(ibuf, prev);
+ }
+}
+
+void Mesh::set_winding(const WindingTest *w)
+{
+ winding = w;
+}
+