Mesh can draw itself, it's usually used as part of Renderables rather than on
its own.
*/
-class Mesh: public Bindable<Mesh>, public Resource
+class Mesh: public Resource
{
friend class MeshBuilder;
virtual bool process();
};
+ enum BufferMask
+ {
+ VERTEX_BUFFER = 1,
+ INDEX_BUFFER = 2
+ };
+
VertexArray vertices;
std::vector<Batch> batches;
Buffer *vbuf;
Buffer *ibuf;
VertexSetup vtx_setup;
- bool defer_buffers;
- mutable bool dirty;
+ mutable unsigned short dirty;
bool disallow_rendering;
const WindingTest *winding;
void clear();
private:
- void create_buffers();
+ void check_buffers(unsigned);
public:
const VertexArray &get_vertices() const { return vertices; }
void draw(Renderer &) const;
void draw_instanced(Renderer &, const VertexSetup &, unsigned) const;
+private:
+ void draw(Renderer &, const VertexSetup *, unsigned) const;
+ void resize_buffers() 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();
-
+public:
virtual int get_load_priority() const { return 1; }
virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
virtual UInt64 get_data_size() const;