WIP: Implementing VB manager for complex physics shapes

meow-7.2.2
prep 2011-12-05 17:20:54 -05:00
parent 0539b08370
commit 0b99da8ba5
2 changed files with 16 additions and 6 deletions

View File

@ -29,11 +29,11 @@
#include "llrendernavprim.h"
#include "llerror.h"
#include "llglheaders.h"
#include "llvertexbuffer.h"
//=============================================================================
LLRenderNavPrim gRenderNav;
//=============================================================================
void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color )
void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color ) const
{
LLColor4 colorA( color );
@ -49,13 +49,13 @@ void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& en
glLineWidth(1.0f);
}
//=============================================================================
void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color )
void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const
{
LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glLineWidth(1.5f);
LLColor4 colorA( color );
gGL.color4fv( colorA.mV );
gGL.color4fv( colorA.mV );
gGL.begin(LLRender::TRIANGLES);
{
gGL.vertex3fv( a.mV );
@ -66,4 +66,10 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L
glLineWidth(1.f);
}
//=============================================================================
void LLRenderNavPrim::renderNavMeshVB( const LLVertexBuffer* pVBO, int vertCnt ) const
{
//pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX );
pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
}
//=============================================================================

View File

@ -39,8 +39,12 @@
class LLRenderNavPrim
{
public:
void renderSegment( const LLVector3& start, const LLVector3& end, int color );
void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color );
//Draw a line
void renderSegment( const LLVector3& start, const LLVector3& end, int color ) const;
//Draw simple tri
void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const;
//Draw the contents of vertex buffer
void renderNavMeshVB( const LLVertexBuffer* pVBO, int vertCnt ) const;
private:
};