Mesh::Mesh():
vertices(VERTEX3),
+ vbuf(0),
ibuf(0),
- defer_ibuf(true),
+ defer_buffers(true),
winding(0)
{ }
Mesh::Mesh(const VertexFormat &f):
vertices(f),
+ vbuf(0),
ibuf(0),
- defer_ibuf(true),
+ defer_buffers(true),
winding(0)
{ }
Mesh::~Mesh()
{
+ delete vbuf;
delete ibuf;
}
void Mesh::use_buffers(bool b)
{
+ defer_buffers = false;
if(b)
- {
- vertices.use_vertex_buffer();
- if(!ibuf)
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
- defer_ibuf = false;
- }
+ create_buffers();
else
{
vertices.use_vertex_buffer(0);
+ delete vbuf;
+ vbuf = 0;
delete ibuf;
ibuf = 0;
- defer_ibuf = false;
}
}
+void Mesh::create_buffers()
+{
+ defer_buffers = false;
+
+ if(!vbuf)
+ vbuf = new Buffer(ARRAY_BUFFER);
+ vertices.use_vertex_buffer(vbuf);
+
+ if(!ibuf)
+ ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
+}
+
unsigned Mesh::get_n_vertices() const
{
return vertices.size();
void Mesh::add_batch(const Batch &b)
{
- if(defer_ibuf)
- {
- ibuf = new Buffer(ELEMENT_ARRAY_BUFFER);
- defer_ibuf = false;
- }
+ if(defer_buffers)
+ create_buffers();
if(!batches.empty() && batches.back().can_append(b.get_type()))
batches.back().append(b);
void Mesh::draw(Renderer &renderer) const
{
- renderer.set_vertex_array(&vertices);
+ vertices.apply();
renderer.set_element_buffer(ibuf);
renderer.set_winding_test(winding);