namespace Msp {
namespace GL {
-Mesh::Mesh(const VertexFormat &f):
- Mesh()
+Mesh::Mesh(const VertexFormat &f)
{
storage(f);
}
}
}
-unsigned Mesh::get_n_vertices() const
+size_t Mesh::get_n_vertices() const
{
return vertices.size();
}
-char *Mesh::modify_vertex(unsigned i)
+char *Mesh::modify_vertex(size_t i)
{
if(vertices.get_format().empty())
throw invalid_operation("Mesh::modify_vertex");
Mesh::AsyncLoader::AsyncLoader(Mesh &m, IO::Seekable &i):
mesh(m),
- io(i),
- vertex_updater(0),
- index_updater(0),
- phase(0)
+ io(i)
{
mesh.disallow_rendering = true;
mesh.check_buffers(VERTEX_BUFFER|INDEX_BUFFER);