cloth stores the data in vectors, too;
removed the old unused code
This commit is contained in:
@@ -120,7 +120,6 @@ void OpenGLController::deleteVectors()
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cursor->segmLst.pop_back();
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delete segmCuror->uv;
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delete segmCuror->mesh; // not used when using vector
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delete segmCuror->vertex;
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while (!segmCuror->meshIndices.empty())
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@@ -343,10 +342,10 @@ void OpenGLController::updateScene()
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// give the MVP to the shader
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshSize);
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glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshIndices.size() * 3);
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// increase the offset
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instanceOffset += segIt->meshSize;
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instanceOffset += segIt->meshIndices.size() * 3;
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}
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}
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@@ -377,39 +376,6 @@ void OpenGLController::loadMsh(const char * path)
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// collect vertex data of all models
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std::vector<Vertex> tempBufferData;
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/*for (auto& modIt : vModels)
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{
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// don't draw bones, nulls, shadow mesh and hidden things
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if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
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continue;
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for (auto& segIt : modIt->segmLst)
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{
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for (unsigned int i = 0; i < segIt->meshSize; i++)
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{
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Vertex tempVertex;
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tempVertex.position[0] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3];
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tempVertex.position[1] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 1];
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tempVertex.position[2] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 2];
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if (segIt->uv == NULL)
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{
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tempVertex.uv[0] = 1.0;
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tempVertex.uv[1] = 1.0;
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}
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else
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{
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tempVertex.uv[0] = (GLfloat)segIt->uv[segIt->mesh[i] * 2];
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tempVertex.uv[1] = (GLfloat)segIt->uv[segIt->mesh[i] * 2 + 1];
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}
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tempBufferData.push_back(tempVertex);
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}
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}
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}*/
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/////////////////////////////////////////////////////////////////////////////////////////
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/////DEV ZONE
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for (auto& modIt : vModels) // for every model chunk
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{
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for (auto& segIt : modIt->segmLst) // for every cluster
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@@ -441,7 +407,7 @@ void OpenGLController::loadMsh(const char * path)
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}
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else if (mshIt->size() > 3) // needs to be triangulated
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{
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//triangulate;
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//TODO: triangulate;
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MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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}
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else // this shouldn't happen (polygon with less then 3 vertex)
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@@ -453,8 +419,6 @@ void OpenGLController::loadMsh(const char * path)
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}
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}
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}
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// think of delete the data from obj here. It's no longer needed
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////////////////////////////////////////////////////////////////////////////////////////
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// fill the buffer
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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