+ std::vector<Batch> batches;
+ Buffer *vbuf;
+ Buffer *ibuf;
+ VertexSetup vtx_setup;
+ bool defer_buffers;
+ mutable bool dirty;
+ bool disallow_rendering;
+ const WindingTest *winding;
+
+public:
+ Mesh(ResourceManager * = 0);
+ Mesh(const VertexFormat &, ResourceManager * = 0);
+private:
+ void init(ResourceManager *);
+public:
+ ~Mesh();
+
+ void clear();
+private:
+ void create_buffers();
+
+public:
+ const VertexArray &get_vertices() const { return vertices; }
+ const VertexSetup &get_vertex_setup() const { return vtx_setup; }
+ const Buffer *get_index_buffer() const { return ibuf; }
+ unsigned get_n_vertices() const;
+ float *modify_vertex(unsigned);
+
+ void add_batch(const Batch &b);
+ const std::vector<Batch> &get_batches() const { return batches; }
+
+ void set_winding(const WindingTest *);
+
+ void draw(Renderer &) const;
+ void draw_instanced(Renderer &, const VertexSetup &, unsigned) const;
+private:
+ void draw(Renderer &, const VertexSetup *, unsigned) const;
+
+public:
+ virtual int get_load_priority() const { return 1; }
+ virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
+ virtual UInt64 get_data_size() const;
+ virtual void unload();