本文整理汇总了C++中tvector::clear方法的典型用法代码示例。如果您正苦于以下问题:C++ tvector::clear方法的具体用法?C++ tvector::clear怎么用?C++ tvector::clear使用的例子?那么恭喜您, 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tvector
的用法示例。
在下文中一共展示了tvector::clear方法的2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: LoadSourceFile
bool CModel::LoadSourceFile()
{
#ifdef TINKER_NO_TOOLS
return false;
#else
CConversionScene* pScene = new CConversionScene();
CModelConverter c(pScene);
if (!c.ReadModel(m_sFilename))
{
delete pScene;
return false;
}
g_asTextures.clear();
g_aaflData.clear();
g_aabbVisBounds = AABB(Vector(999, 999, 999), Vector(-999, -999, -999));
g_aabbPhysBounds = AABB(Vector(999, 999, 999), Vector(-999, -999, -999));
LoadSceneIntoToy(pScene);
size_t iTextures = g_asTextures.size();
m_ahMaterials.resize(iTextures);
m_aiVertexBuffers.resize(iTextures);
m_aiVertexBufferSizes.resize(iTextures);
for (size_t i = 0; i < iTextures; i++)
{
if (g_aaflData[i].size() == 0)
continue;
m_aiVertexBuffers[i] = CRenderer::LoadVertexDataIntoGL(g_aaflData[i].size()*4, &g_aaflData[i][0]);
m_aiVertexBufferSizes[i] = g_aaflData[i].size()/FIXED_FLOATS_PER_VERTEX;
CData oMaterialData;
CData* pShader = oMaterialData.AddChild("Shader", "model");
pShader->AddChild("DiffuseTexture", g_asTextures[i]);
m_ahMaterials[i] = CMaterialLibrary::AddMaterial(&oMaterialData);
//TAssert(m_aiMaterials[i]);
if (!m_ahMaterials[i].IsValid())
TError(tstring("Couldn't create fake material for texture \"") + g_asTextures[i] + "\"\n");
}
m_aabbVisBoundingBox = g_aabbVisBounds;
m_aabbPhysBoundingBox = g_aabbPhysBounds;
delete pScene;
return true;
#endif
}
示例2: Load
bool CModel::Load(class CConversionScene* pScene, size_t iMesh)
{
g_aaflData.clear();
LoadMesh(pScene, iMesh);
size_t iMaterials = g_aaflData.size();
for (size_t i = 0; i < iMaterials; i++)
{
if (g_aaflData[i].size() == 0)
continue;
m_aiVertexBuffers.push_back(CRenderer::LoadVertexDataIntoGL(g_aaflData[i].size()*4, &g_aaflData[i][0]));
m_aiVertexBufferSizes.push_back(g_aaflData[i].size()/FIXED_FLOATS_PER_VERTEX);
}
m_aabbVisBoundingBox = g_aabbVisBounds;
m_aabbPhysBoundingBox = g_aabbPhysBounds;
return true;
}