本文整理汇总了C++中LLVertexBuffer::resizeBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVertexBuffer::resizeBuffer方法的具体用法?C++ LLVertexBuffer::resizeBuffer怎么用?C++ LLVertexBuffer::resizeBuffer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLVertexBuffer
的用法示例。
在下文中一共展示了LLVertexBuffer::resizeBuffer方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: updateGeometry
BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
{
LLFastTimer ftm(LLFastTimer::FTM_UPDATE_WATER);
LLFace *face;
if (drawable->getNumFaces() < 1)
{
LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
drawable->addFace(poolp, NULL);
}
face = drawable->getFace(0);
// LLVector2 uvs[4];
// LLVector3 vtx[4];
LLStrider<LLVector3> verticesp, normalsp;
LLStrider<LLVector2> texCoordsp;
LLStrider<U16> indicesp;
U16 index_offset;
// A quad is 4 vertices and 6 indices (making 2 triangles)
static const unsigned int vertices_per_quad = 4;
static const unsigned int indices_per_quad = 6;
static const LLCachedControl<bool> render_transparent_water("RenderTransparentWater",false);
const S32 size = (render_transparent_water && !LLGLSLShader::sNoFixedFunction) ? 16 : 1;
const S32 num_quads = size * size;
face->setSize(vertices_per_quad * num_quads,
indices_per_quad * num_quads);
LLVertexBuffer* buff = face->getVertexBuffer();
if (!buff)
{
buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB);
buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
face->setIndicesIndex(0);
face->setGeomIndex(0);
face->setVertexBuffer(buff);
}
else
{
buff->resizeBuffer(face->getGeomCount(), face->getIndicesCount());
}
index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
LLVector3 position_agent;
position_agent = getPositionAgent();
face->mCenterAgent = position_agent;
face->mCenterLocal = position_agent;
S32 x, y;
F32 step_x = getScale().mV[0] / size;
F32 step_y = getScale().mV[1] / size;
const LLVector3 up(0.f, step_y * 0.5f, 0.f);
const LLVector3 right(step_x * 0.5f, 0.f, 0.f);
const LLVector3 normal(0.f, 0.f, 1.f);
F32 size_inv = 1.f / size;
for (y = 0; y < size; y++)
{
for (x = 0; x < size; x++)
{
S32 toffset = index_offset + 4*(y*size + x);
position_agent = getPositionAgent() - getScale() * 0.5f;
position_agent.mV[VX] += (x + 0.5f) * step_x;
position_agent.mV[VY] += (y + 0.5f) * step_y;
*verticesp++ = position_agent - right + up;
*verticesp++ = position_agent - right - up;
*verticesp++ = position_agent + right + up;
*verticesp++ = position_agent + right - up;
*texCoordsp++ = LLVector2(x*size_inv, (y+1)*size_inv);
*texCoordsp++ = LLVector2(x*size_inv, y*size_inv);
*texCoordsp++ = LLVector2((x+1)*size_inv, (y+1)*size_inv);
*texCoordsp++ = LLVector2((x+1)*size_inv, y*size_inv);
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*indicesp++ = toffset + 0;
*indicesp++ = toffset + 1;
*indicesp++ = toffset + 2;
*indicesp++ = toffset + 1;
*indicesp++ = toffset + 3;
*indicesp++ = toffset + 2;
}
}
buff->flush();
mDrawable->movePartition();
LLPipeline::sCompiles++;
//.........这里部分代码省略.........