private:
VertexFormat format;
- std::vector<float> data;
+ std::vector<char> data;
unsigned stride;
VertexArray(const VertexArray &);
VertexArray &operator=(const VertexArray &);
public:
+ VertexArray();
+
+ /// Construct a VertexArray and set its format.
VertexArray(const VertexFormat &);
- /// Resets the VertexArray to a different format. All data is cleared.
- void reset(const VertexFormat &);
+ /// Sets the format of the VertexArray.
+ void set_format(const VertexFormat &);
const VertexFormat &get_format() const { return format; }
void reserve(unsigned);
/// Append a new vertex at the end of the array and return its location.
- float *append();
+ char *append();
/// Returns the location of a vertex for modification.
- float *modify(unsigned);
+ char *modify(unsigned);
private:
virtual unsigned get_data_size() const;
virtual const void *get_data_pointer() const { return &data[0]; }
public:
unsigned size() const { return data.size()/stride; }
- const std::vector<float> &get_data() const { return data; }
- const float *operator[](unsigned i) const { return &data[0]+i*stride; }
+ const std::vector<char> &get_data() const { return data; }
+ const char *operator[](unsigned i) const { return &data[0]+i*stride; }
};
} // namespace GL