Mesh::Mesh():
vertices(VERTEX3),
ibuf(0),
- defer_ibuf(true)
+ defer_ibuf(true),
+ winding(0)
{ }
Mesh::Mesh(const VertexFormat &f):
vertices(f),
ibuf(0),
- defer_ibuf(true)
+ defer_ibuf(true),
+ winding(0)
{ }
Mesh::~Mesh()
}
}
+void Mesh::set_winding(const WindingTest *w)
+{
+ winding = w;
+}
+
void Mesh::draw() const
{
vertices.apply();
if(ibuf)
ibuf->bind_to(ELEMENT_ARRAY_BUFFER);
+ Bind bind_winding(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
i->draw();
{
renderer.set_vertex_array(&vertices);
renderer.set_element_buffer(ibuf);
+ renderer.set_winding_test(winding);
for(list<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
renderer.draw(*i);
Mesh::Loader::Loader(Mesh &m):
DataFile::ObjectLoader<Mesh>(m)
{
- add("vertices", &Loader::vertices);
add("batch", &Loader::batch);
+ add("vertices", &Loader::vertices);
+ add("winding", &Loader::winding);
}
void Mesh::Loader::vertices(VertexFormat f)
obj.add_batch(btc);
}
+void Mesh::Loader::winding(FaceWinding w)
+{
+ if(w==CLOCKWISE)
+ obj.winding = &WindingTest::clockwise();
+ else if(w==COUNTERCLOCKWISE)
+ obj.winding = &WindingTest::counterclockwise();
+}
+
} // namespace GL
} // namespace Msp