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C++ array::const_pointer方法代码示例

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


在下文中一共展示了array::const_pointer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: drawElements

	// this function is for 32bit indices
	void drawElements(
		IVideoDriver* driver,
		const core::array<video::S3DVertex>& vertices,
		const core::array<s32>& indices,
		scene::E_PRIMITIVE_TYPE primType)
	{
		if (!driver)
			return;

		u32 primCount = 0;

		const u32& indexCount = indices.size();

		switch (primType)
		{
			case scene::EPT_POINTS:
					primCount = indexCount;
					break;
			case scene::EPT_LINE_STRIP:
					primCount = indexCount-1;
					break;
			case scene::EPT_LINE_LOOP:
					primCount = indexCount-1;
					break;
			case scene::EPT_LINES:
					primCount = indexCount/2;
					break;
			case scene::EPT_TRIANGLE_STRIP:
					primCount = (indexCount-2)/3;
					break;
			case scene::EPT_TRIANGLE_FAN:
					primCount = (indexCount-2)/3;
					break;
			case scene::EPT_TRIANGLES:
					primCount = indexCount/3;
					break;
			case scene::EPT_QUAD_STRIP:
					primCount = (indexCount-2)/4;
					break;
			case scene::EPT_QUADS:
					primCount = indexCount/4;
					break;
			case scene::EPT_POLYGON:
					primCount = indexCount-1;
					break;
			case scene::EPT_POINT_SPRITES:
					primCount = indexCount;
					break;
			default:
					break;
		}

		driver->drawVertexPrimitiveList( vertices.const_pointer(),
				vertices.size(), indices.const_pointer(),
				primCount, video::EVT_STANDARD,
				primType, video::EIT_32BIT);
	}
开发者ID:benjaminhampe,项目名称:DarkGDK,代码行数:58,代码来源:renderByPrimitiveType.cpp

示例2: if


//.........这里部分代码省略.........
            
            //------------------------------------------------------// Invert triangle direction
            for (s32 face=0; face<faceCount; face++)                // Irrlicht wants indices in the opposite order
            {
                u16 faceA = faceBuffer[face*3];                      // Swap first and last vertex index
                faceBuffer[face*3]   = faceBuffer[face*3+2];         // Set the first to the last
                faceBuffer[face*3+2] = faceA;                        // And the last to the first
            }
            
            //------------------------------------------------------// Finally! Time to draw everthing

           Material.BackfaceCulling = false;

           float k;

           if(draw_mode != DM_DEFAULT)
           {
               video::SMaterial debug_material;
               debug_material.Wireframe = true;
               debug_material.BackfaceCulling = false;
               debug_material.Lighting = false;
               driver->setMaterial(debug_material);
              
               /* so that debug looks good for all sizes of models*/
               k = EXTENT_K * BoundingBox.getExtent().getLength();
           }
           else
           {
               driver->setMaterial( Material );
           }

           if(draw_mode == DM_DEFAULT)
           {
               driver->drawIndexedTriangleList(irrVertexBuffer.const_pointer(),
                                               vertexCount,
                                               faceBuffer.const_pointer(),
                                               faceCount);
           }
           else if(draw_mode == DM_WIREFRAME || 
                   draw_mode == DM_WIREFRAME_AND_SKELETON)
           {
               /* draw faces */
               for (s32 face=0; face<faceCount; ++face)
               {
                 u16 i1, i2, i3;
                 i1 = faceBuffer[face*3+0];
                 i2 = faceBuffer[face*3+1];
                 i3 = faceBuffer[face*3+2];

                 driver->draw3DLine(core::vector3df(vertexBuffer[i1].X,
                                                    vertexBuffer[i1].Y,
                                                    vertexBuffer[i1].Z),
                                    core::vector3df(vertexBuffer[i2].X,
                                                    vertexBuffer[i2].Y,
                                                    vertexBuffer[i2].Z),
                                    video::SColor(255,0,0,255));
                 driver->draw3DLine(core::vector3df(vertexBuffer[i2].X,
                                                    vertexBuffer[i2].Y,
                                                    vertexBuffer[i2].Z),
                                    core::vector3df(vertexBuffer[i3].X,
                                                    vertexBuffer[i3].Y,
                                                    vertexBuffer[i3].Z),
                                    video::SColor(255,0,0,255));
                 driver->draw3DLine(core::vector3df(vertexBuffer[i3].X,
                                                    vertexBuffer[i3].Y,
                                                    vertexBuffer[i3].Z),
开发者ID:F-22,项目名称:blender2cal3d,代码行数:67,代码来源:CCal3DSceneNode.cpp


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