VertexArray(const VertexFormat &);
~VertexArray();
+ void reset(const VertexFormat &);
const VertexFormat &get_format() const { return format; }
- const std::vector<float> &get_data() const { return data; }
+
void use_vertex_buffer();
void use_vertex_buffer(Buffer *);
- void reserve(unsigned);
- unsigned size() const { return data.size()/stride; }
+
void clear();
- void reset(const VertexFormat &);
- void apply() const;
+ void reserve(unsigned);
float *append();
float *modify(unsigned);
- const float *operator[](unsigned i) const { return &data[0]+i*stride; }
-
private:
void set_dirty();
+
+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; }
+
+ void apply() const;
};
} // namespace GL