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MeshTools: be more explicit in what needs to be done on mesh afterwards.

pull/34/head
Vladimír Vondruš 13 years ago
parent
commit
80332478b6
  1. 6
      src/MeshTools/CompressIndices.h
  2. 4
      src/MeshTools/Interleave.h

6
src/MeshTools/CompressIndices.h

@ -65,9 +65,9 @@ std::tuple<std::size_t, Mesh::IndexType, Containers::Array<char>> MAGNUM_MESHTOO
@param indices Index array @param indices Index array
The same as @ref compressIndices(const std::vector<UnsignedInt>&), but this The same as @ref compressIndices(const std::vector<UnsignedInt>&), but this
function writes the output to given buffer, updates index count and specifies function writes the output to given buffer and calls @ref Mesh::setIndexCount()
index buffer with proper index range in the mesh, so you don't have to call and @ref Mesh::setIndexBuffer(), thus you don't need to do anything else for
@ref Mesh::setIndexCount() and @ref Mesh::setIndexBuffer() on your own. mesh index configuration.
@see @ref MeshTools::interleave() @see @ref MeshTools::interleave()
*/ */

4
src/MeshTools/Interleave.h

@ -190,8 +190,8 @@ The same as @ref interleave(const T&, const U&...), but this function writes the
output to given array buffer and updates vertex count in the mesh accordingly, output to given array buffer and updates vertex count in the mesh accordingly,
so you don't have to call @ref Mesh::setVertexCount() on your own. so you don't have to call @ref Mesh::setVertexCount() on your own.
@attention Setting primitive type and binding the attributes to shader is left @attention You still must call @ref Mesh::setPrimitive() and
to user - see @ref Mesh-configuration "Mesh documentation". @ref Mesh::addVertexBuffer() on the mesh afterwards.
For only one attribute array this function is convenient equivalent to the For only one attribute array this function is convenient equivalent to the
following, without any performance loss: following, without any performance loss:

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