--- /dev/null
+#include "vertexarray.h"
+#include "vertexarraybuilder.h"
+
+namespace Msp {
+namespace GL {
+
+VertexArrayBuilder::VertexArrayBuilder(VertexArray &a):
+ array(a)
+{ }
+
+void VertexArrayBuilder::vertex_(const Vector4 &ver)
+{
+ float *ptr = array.append();
+ for(const unsigned char *c=array.get_format().begin(); c!=array.get_format().end(); ++c)
+ {
+ unsigned sz = get_component_size(*c);
+ unsigned t = get_component_type(*c);
+ if(*c==COLOR4_UBYTE)
+ {
+ union { unsigned char c[4]; float f; } u;
+ u.c[0] = static_cast<unsigned char>(col.r*255);
+ u.c[1] = static_cast<unsigned char>(col.g*255);
+ u.c[2] = static_cast<unsigned char>(col.b*255);
+ u.c[3] = static_cast<unsigned char>(col.a*255);
+ *ptr++ = u.f;
+ }
+ else if(*c==NORMAL3)
+ {
+ *ptr++ = nor.x;
+ *ptr++ = nor.y;
+ *ptr++ = nor.z;
+ }
+ else if(t==get_component_type(COLOR4_FLOAT))
+ {
+ *ptr++ = col.r;
+ *ptr++ = col.g;
+ *ptr++ = col.b;
+ if(sz>=4) *ptr++ = col.a;
+ }
+ else
+ {
+ const Vector4 *v = 0;
+ if(t==get_component_type(VERTEX3))
+ v = &ver;
+ else if(*c>=TEXCOORD1 && *c<=TEXCOORD4+12)
+ v = &texc[t-get_component_type(TEXCOORD1)];
+ else if(*c>=ATTRIB1)
+ v = &attr[t-get_component_type(ATTRIB1)];
+ else
+ v = &attr[t];
+ *ptr++ = v->x;
+ if(sz>=2) *ptr++ = v->y;
+ if(sz>=3) *ptr++ = v->z;
+ if(sz>=4) *ptr++ = v->w;
+ }
+ }
+}
+
+} // namespace GL
+} // namespace Msp