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C++ MeshCollector::fillMesh方法代码示例

本文整理汇总了C++中MeshCollector::fillMesh方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshCollector::fillMesh方法的具体用法?C++ MeshCollector::fillMesh怎么用?C++ MeshCollector::fillMesh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MeshCollector的用法示例。


在下文中一共展示了MeshCollector::fillMesh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: makeMapBlockMesh


//.........这里部分代码省略.........
	if(fastfaces_new.size() > 0)
	{
		// avg 0ms (100ms spikes when loading textures the first time)
		//TimeTaker timer2("updateMesh() mesh building");

		video::SMaterial material;
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_FOG_ENABLE, true);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);

		for(u32 i=0; i<fastfaces_new.size(); i++)
		{
			FastFace &f = fastfaces_new[i];

			const u16 indices[] = {0,1,2,2,3,0};
			const u16 indices_alternate[] = {0,1,3,2,3,1};
			
			video::ITexture *texture = f.tile.texture.atlas;
			if(texture == NULL)
				continue;

			material.setTexture(0, texture);
			
			f.tile.applyMaterialOptions(material);

			const u16 *indices_p = indices;
			
			/*
				Revert triangles for nicer looking gradient if vertices
				1 and 3 have same color or 0 and 2 have different color.
			*/
			if(f.vertices[0].Color != f.vertices[2].Color
					|| f.vertices[1].Color == f.vertices[3].Color)
				indices_p = indices_alternate;
			
			collector.append(material, f.vertices, 4, indices_p, 6);
		}
	}

	/*
		Add special graphics:
		- torches
		- flowing water
		- fences
		- whatever
	*/

	mapblock_mesh_generate_special(data, collector);
	
	/*
		Add stuff from collector to mesh
	*/
	
	scene::SMesh *mesh_new = NULL;
	mesh_new = new scene::SMesh();
	
	collector.fillMesh(mesh_new);

	/*
		Do some stuff to the mesh
	*/

	mesh_new->recalculateBoundingBox();

	/*
		Delete new mesh if it is empty
	*/

	if(mesh_new->getMeshBufferCount() == 0)
	{
		mesh_new->drop();
		mesh_new = NULL;
	}

	if(mesh_new)
	{
#if 0
		// Usually 1-700 faces and 1-7 materials
		std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
				<<"and uses "<<mesh_new->getMeshBufferCount()
				<<" materials (meshbuffers)"<<std::endl;
#endif

		// Use VBO for mesh (this just would set this for ever buffer)
		// This will lead to infinite memory usage because or irrlicht.
		//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);

		/*
			NOTE: If that is enabled, some kind of a queue to the main
			thread should be made which would call irrlicht to delete
			the hardware buffer and then delete the mesh
		*/
	}

	return mesh_new;
	
	//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}
开发者ID:asiekierka,项目名称:minetest-delta,代码行数:101,代码来源:mapblock_mesh.cpp


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