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@ -489,7 +489,6 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
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* @return Reference to self (for method chaining) |
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* |
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* Default is @ref MeshPrimitive::Triangles. |
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* @see @ref setCount() |
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*/ |
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Mesh& setPrimitive(MeshPrimitive primitive) { |
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_primitive = primitive; |
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@ -506,7 +505,7 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
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* If the mesh is indexed, the value is treated as index count, |
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* otherwise the value is vertex count. If set to `0`, no draw commands |
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* are issued when calling @ref draw(). Default is `0`. |
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* @see @ref isIndexed() |
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* @see @ref isIndexed(), @ref setBaseVertex(), @ref setInstanceCount() |
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*/ |
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Mesh& setCount(Int count) { |
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_count = count; |
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@ -522,6 +521,7 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
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* |
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* Sets number of vertices of which the vertex buffer will be offset |
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* when drawing. Default is `0`. |
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* @see @ref setCount(), @ref setBaseInstance() |
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* @requires_gl32 %Extension @extension{ARB,draw_elements_base_vertex} |
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* for indexed meshes |
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* @requires_gl Base vertex cannot be specified for indexed meshes in |
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@ -575,6 +575,8 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
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* If set to `1`, non-instanced draw commands are issued when calling |
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* @ref draw(). If set to `0`, no draw commands are issued altogether. |
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* Default is `1`. |
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* @see @ref setBaseInstance(), @ref setCount(), |
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* @ref addVertexBufferInstanced() |
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* @requires_gl31 %Extension @extension{ARB,draw_instanced} |
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* @requires_gles30 %Extension @es_extension{ANGLE,instanced_arrays}, |
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* @es_extension2{EXT,draw_instanced,draw_instanced} or |
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@ -594,6 +596,7 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
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* @return Reference to self (for method chaining) |
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* |
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* Default is `0`. |
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* @see @ref setInstanceCount(), @ref setBaseVertex() |
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* @requires_gl42 %Extension @extension{ARB,base_instance} |
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* @requires_gl Base instance cannot be specified in OpenGL ES. |
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*/ |
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@ -660,8 +663,8 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
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* must be at most 255 bytes. This is not required anywhere else, |
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* but doing so may have performance benefits. |
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* |
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* @see @ref maxVertexAttributes(), @ref setPrimitive(), |
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* @ref setCount(), @fn_gl{BindVertexArray}, |
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* @see @ref addVertexBufferInstanced(), @ref maxVertexAttributes(), |
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* @ref setPrimitive(), @ref setCount(), @fn_gl{BindVertexArray}, |
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* @fn_gl{EnableVertexAttribArray}, @fn_gl{BindBuffer}, |
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* @fn_gl{VertexAttribPointer} or |
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* @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access}, |
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