+Mesh::Mesh(ResourceManager *rm):
+ vertices(VERTEX3)
+{
+ init(rm);
+}
+
+Mesh::Mesh(const VertexFormat &f, ResourceManager *rm):
+ vertices(f)
+{
+ init(rm);
+}
+
+void Mesh::init(ResourceManager *rm)
+{
+ vbuf = 0;
+ ibuf = 0;
+ vao_id = 0;
+ defer_buffers = true;
+ dirty = true;
+ disallow_rendering = false;
+ winding = 0;
+
+ if(rm)
+ set_manager(rm);
+}
+
+Mesh::~Mesh()
+{
+ set_manager(0);
+ delete vbuf;
+ delete ibuf;
+ if(vao_id)
+ glDeleteVertexArrays(1, &vao_id);
+}
+
+void Mesh::clear()
+{
+ vertices.clear();
+ batches.clear();
+}
+
+void Mesh::use_buffers(bool b)
+{
+ defer_buffers = false;
+ if(b)
+ create_buffers();
+ else
+ {
+ vertices.use_buffer(0);
+ delete vbuf;
+ vbuf = 0;
+ delete ibuf;
+ ibuf = 0;
+ }
+}
+
+void Mesh::create_buffers()
+{
+ defer_buffers = false;
+
+ if(!vbuf)
+ vbuf = new Buffer(ARRAY_BUFFER);
+ vertices.use_buffer(vbuf);
+
+ if(!ibuf)
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+
+ if(ARB_vertex_array_object && !vao_id)
+ glGenVertexArrays(1, &vao_id);
+}
+
+void Mesh::setup_vao() const
+{
+ Bind bind_vbuf(vbuf, ARRAY_BUFFER);
+
+ const VertexFormat &fmt = vertices.get_format();
+ unsigned stride = get_stride(fmt)*sizeof(float);
+ float *ptr = 0;
+ for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
+ {
+ unsigned t = get_component_type(*c);
+ if(t>=get_component_type(ATTRIB1))
+ t -= get_component_type(ATTRIB1);
+ unsigned sz = get_component_size(*c);
+ if(*c==COLOR4_UBYTE)
+ glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, ptr);
+ else
+ glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, ptr);
+ glEnableVertexAttribArray(t);
+ ptr += sz;
+ }
+ glBindBuffer(ELEMENT_ARRAY_BUFFER, ibuf->get_id());
+
+ dirty = 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)
+{
+ if(defer_buffers)
+ create_buffers();
+
+ if(!batches.empty() && batches.back().can_append(b.get_type()))
+ batches.back().append(b);
+ else
+ {
+ Batch *prev = (batches.empty() ? 0 : &batches.back());
+ batches.push_back(b);
+ if(ibuf)
+ batches.back().use_buffer(ibuf, prev);
+ }
+}
+
+void Mesh::set_winding(const WindingTest *w)
+{
+ winding = w;
+}