}
/* XXX Conceptually a bit weird place for this, but I couldn't really come up
- with anything better that would still be transparent. */
+ with anything better that would still be transparent. */
if(extensions.count("GL_ARB_shader_objects"))
init_arb_shader_objects();
if(extensions.count("GL_ARB_vertex_shader"))
void image(const Graphics::Image &);
public:
- unsigned get_width() const { return width; }
+ unsigned get_width() const { return width; }
unsigned get_height() const { return height; }
private:
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;
- float *append();
+ 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;
+ float *append();
float *modify(unsigned);
- const float *operator[](unsigned i) const { return &data[0]+i*stride; }
+ const float *operator[](unsigned i) const { return &data[0]+i*stride; }
private:
void set_dirty();