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doc: use MeshTools::compile() for vertex color primitives as well.

pull/255/merge
Vladimír Vondruš 8 years ago
parent
commit
d798960587
  1. 24
      doc/generated/primitives.cpp

24
doc/generated/primitives.cpp

@ -171,17 +171,7 @@ int PrimitiveVisualizer::exec() {
Containers::Optional<Trade::MeshData2D> data; Containers::Optional<Trade::MeshData2D> data;
std::tie(data, filename) = (this->*fun)(); std::tie(data, filename) = (this->*fun)();
/* TODO: use MeshTools::compile() once it can handle colors */ MeshTools::compile(*data).draw(shader);
GL::Buffer vertices, indices;
vertices.setData(MeshTools::interleave(data->positions(0), data->colors(0)), GL::BufferUsage::StaticDraw);
indices.setData(data->indices(), GL::BufferUsage::StaticDraw);
GL::Mesh mesh;
mesh.addVertexBuffer(vertices, 0, Shaders::VertexColor2D::Position{}, Shaders::VertexColor2D::Color4{})
.setIndexBuffer(indices, 0, GL::MeshIndexType::UnsignedInt)
.setCount(data->indices().size())
.setPrimitive(data->primitive());
mesh.draw(shader);
GL::AbstractFramebuffer::blit(multisampleFramebuffer, framebuffer, framebuffer.viewport(), GL::FramebufferBlit::Color); GL::AbstractFramebuffer::blit(multisampleFramebuffer, framebuffer, framebuffer.viewport(), GL::FramebufferBlit::Color);
Image2D result = framebuffer.read(framebuffer.viewport(), {PixelFormat::RGBA8Unorm}); Image2D result = framebuffer.read(framebuffer.viewport(), {PixelFormat::RGBA8Unorm});
@ -200,17 +190,7 @@ int PrimitiveVisualizer::exec() {
Containers::Optional<Trade::MeshData3D> data; Containers::Optional<Trade::MeshData3D> data;
std::tie(data, filename) = (this->*fun)(); std::tie(data, filename) = (this->*fun)();
/* TODO: use MeshTools::compile() once it can handle colors */ MeshTools::compile(*data).draw(shader);
GL::Buffer vertices, indices;
vertices.setData(MeshTools::interleave(data->positions(0), data->colors(0)), GL::BufferUsage::StaticDraw);
indices.setData(data->indices(), GL::BufferUsage::StaticDraw);
GL::Mesh mesh;
mesh.addVertexBuffer(vertices, 0, Shaders::VertexColor3D::Position{}, Shaders::VertexColor3D::Color4{})
.setIndexBuffer(indices, 0, GL::MeshIndexType::UnsignedInt)
.setCount(data->indices().size())
.setPrimitive(data->primitive());
mesh.draw(shader);
GL::AbstractFramebuffer::blit(multisampleFramebuffer, framebuffer, framebuffer.viewport(), GL::FramebufferBlit::Color); GL::AbstractFramebuffer::blit(multisampleFramebuffer, framebuffer, framebuffer.viewport(), GL::FramebufferBlit::Color);
Image2D result = framebuffer.read(framebuffer.viewport(), {PixelFormat::RGBA8Unorm}); Image2D result = framebuffer.read(framebuffer.viewport(), {PixelFormat::RGBA8Unorm});

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