namespace Msp {
namespace GL {
-VertexArrayBuilder::VertexArrayBuilder(VertexArray &a, std::vector<float> &d):
- data(d),
+VertexArrayBuilder::VertexArrayBuilder(VertexArray &a):
array(a)
{ }
void VertexArrayBuilder::vertex_(float x, float y, float z, float w)
{
+ float *ptr=array.append();
for(uint fmt=array.get_format(); fmt; fmt>>=4)
{
uint size=(fmt&3)+1;
switch(fmt&12)
{
case 0:
- data.push_back(x);
- data.push_back(y);
- if(size>=3) data.push_back(z);
- if(size>=4) data.push_back(w);
+ *ptr++=x;
+ *ptr++=y;
+ if(size>=3) *ptr++=z;
+ if(size>=4) *ptr++=w;
break;
case 4:
- data.push_back(nx);
- data.push_back(ny);
- data.push_back(nz);
+ *+ptr++=nx;
+ *+ptr++=ny;
+ *+ptr++=nz;
break;
case 8:
- data.push_back(ts);
- if(size>=2) data.push_back(tt);
- if(size>=3) data.push_back(tr);
- if(size>=4) data.push_back(tq);
+ *+ptr++=ts;
+ if(size>=2) *+ptr++=tt;
+ if(size>=3) *+ptr++=tr;
+ if(size>=4) *+ptr++=tq;
break;
case 12:
if(size==1)
u.c[1]=(ubyte)(cg*255);
u.c[2]=(ubyte)(cb*255);
u.c[3]=(ubyte)(ca*255);
- data.push_back(u.f);
+ *+ptr++=u.f;
}
else
{
- data.push_back(cr);
- data.push_back(cg);
- data.push_back(cb);
- if(size>=4) data.push_back(ca);
+ *+ptr++=cr;
+ *+ptr++=cg;
+ *+ptr++=cb;
+ if(size>=4) *+ptr++=ca;
}
break;
}