+ Buffer *vbuf;
+ Buffer *ibuf;
+ unsigned vao_id;
+ 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();
+ void use_buffers(bool);
+private:
+ void create_buffers();
+ void setup_vao() const;
+
+public:
+ const VertexArray &get_vertices() const { return vertices; }
+ 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::list<Batch> &get_batches() { return batches; }
+
+ void set_winding(const WindingTest *);
+
+ void draw() const;
+ void draw(Renderer &) const;
+
+ /** Binds the mesh for rendering. The vertex array is applied using generic
+ attributes only. Uses vertex array object if possible. */
+ void bind() const;
+
+ static void unbind();
+
+ 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();