glGenBuffers(1, &ptexCoordinateBuffer); glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer);conststd::vector<int> &ptexCoordinates = farMesh->GetPtexCoordinates(level-1);intsize = (int)ptexCoordinates.size() *sizeof(GLint);glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STAT...
To interleave the data you would first want to put all of it into a single array (or vector) so that each vertex repeats thePPPTTNNNpattern. WherePPPare the three position floats,TTare the two texcoord floats, andNNNare the three normal floats. It would look something like this (using ...
Here the OBJ Loaded function bool Mesh::LoadOBJ(std::string objFile) { std::vector<glm::vec3> position; std::vector<glm::vec2> UVs; std::vector<glm::vec3> normals; std::vector< float > vertices; std::vector<unsigned int> indices; std::unordered_map< std::string, unsigned int>...
//intideal = QThread::idealThreadCount();// Go through each point in the database.//std::vector<Vertex> _vertices;std::vector<GLshort> _indices;intnum_points = db.num_points();if( num_points >0){intpoints_per_thread = num_points / ideal;// Create the workers.//std::vector<buf...
setIdentityM(mModelMatrix, 0); mColor = new Vector3f(1f, 1f, 1f); } Example 20Source File: LineShaderRenderer.java From ar-drawing-java with Apache License 2.0 4 votes /** * This takes the float[] and creates FloatBuffers, Binds the VBO, and upload the Attributes to * correct ...
hv3sz = sizeof(openvr.HmdVector3_t) GL.glVertexAttribPointer(0,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), cast(0* hv3sz, c_void_p)) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(1,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), ...
{// Iterate through all of the objectsfor(vector<SceneObject *>::iterator it = m_objects.begin(); it != m_objects.end(); it++ ) {intbufferSize = (*it)->m_bumpResolution * (*it)->m_bumpResolution *sizeof(BGRA); GLuint* ids = (*it)->m_pbo;//generate two buffers to alter...
hv3sz = sizeof(openvr.HmdVector3_t) GL.glVertexAttribPointer(0,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), cast(0* hv3sz, c_void_p)) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(1,3, GL.GL_FLOAT,False, sizeof(openvr.RenderModel_Vertex_t), ...