5e317faba6
- in curve composite aggiunti punti intermedi su giunzioni interne tra componenti elementari.
505 lines
17 KiB
C++
505 lines
17 KiB
C++
//----------------------------------------------------------------------------
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// EgalTech 2014-2014
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//----------------------------------------------------------------------------
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// File : ObjNewGraphics.cpp Data : 23.04.14 Versione : 1.5d5
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// Contenuto : Implementazione della classe grafica di un oggetto geometrico.
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//
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//
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//
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// Modifiche : 10.02.14 DS Creazione modulo.
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// 23.04.14 DS Agg. gestione materiali.
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//
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//----------------------------------------------------------------------------
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//--------------------------- Include ----------------------------------------
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#include "stdafx.h"
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#include "ObjNewGraphics.h"
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#include "Scene.h"
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#include "GraphObjs.h"
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#include "/EgtDev/Include/EGkPolyLine.h"
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#include "/EgtDev/Include/EGkGdbConst.h"
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#include "/EgtDev/Include/EGkTriangle3d.h"
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//--------------------------- Macro e Costanti -------------------------------
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// Dimensioni flag per edge di triangoli
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const size_t SIZEFLAG = sizeof( unsigned char) ;
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// Dimensioni record del buffer ( vertice + normale + flag)
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const size_t SIZEVNF = ( 2 * SIZEV3F + SIZEFLAG) ;
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//----------------------------------------------------------------------------
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ObjNewGraphics::~ObjNewGraphics( void)
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{
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Clear() ;
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}
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//----------------------------------------------------------------------------
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void
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ObjNewGraphics::Reset( void)
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{
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m_bValid = false ;
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m_nCurrMode = GL_NONE ;
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}
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//----------------------------------------------------------------------------
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void
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ObjNewGraphics::Clear( void)
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{
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DeleteVaoVbo() ;
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m_ngaVect.clear() ;
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m_bValid = false ;
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m_nCurrMode = GL_NONE ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddColor( const Color& colC)
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{
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return AddColor( colC.GetRed(), colC.GetGreen(), colC.GetBlue(), colC.GetAlpha()) ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddMaterial( const Color& colAmb, const Color& colDiff,
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const Color& colSpec, float fShin)
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{
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return AddMaterial( NgAtom::MAT_A, colAmb.GetRed(), colAmb.GetGreen(),
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colAmb.GetBlue(), colDiff.GetAlpha()) &&
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AddMaterial( NgAtom::MAT_D, colDiff.GetRed(), colDiff.GetGreen(),
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colDiff.GetBlue(), colDiff.GetAlpha()) &&
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AddMaterial( NgAtom::MAT_S, colSpec.GetRed(), colSpec.GetGreen(),
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colSpec.GetBlue(), colDiff.GetAlpha()) &&
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AddMaterial( NgAtom::MAT_SH, fShin, 0, 0, 0) ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddBackMaterial( const Color& colAmbDiff)
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{
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return AddMaterial( NgAtom::MAT_B, colAmbDiff.GetRed(), colAmbDiff.GetGreen(),
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colAmbDiff.GetBlue(), colAmbDiff.GetAlpha()) ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddPoint( const Point3d& ptP, bool bAux)
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{
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if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
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unsigned int nVaoId ;
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glGenVertexArrays( 1, &nVaoId) ;
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if ( nVaoId == 0)
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return false ;
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glBindVertexArray( nVaoId) ;
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unsigned int nVboId ;
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glGenBuffers( 1, &nVboId) ;
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if ( nVboId == 0) {
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glBindVertexArray( 0) ;
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glDeleteVertexArrays( 1, &nVaoId) ;
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return false ;
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}
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glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
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glBufferData( GL_ARRAY_BUFFER, 1 * SIZEV3F, NULL, GL_STATIC_DRAW) ;
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Vert3f v3V( ptP) ;
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glBufferSubData( GL_ARRAY_BUFFER, 0, SIZEV3F, &v3V) ;
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m_b3Loc.Add( ptP) ;
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int nCount = 1 ;
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glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
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glEnableClientState( GL_VERTEX_ARRAY) ;
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glBindVertexArray( 0) ;
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// aggiungo i dati in lista
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AddVerts( GL_POINTS, nCount, nVaoId, nVboId, bAux) ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddPoints( const PNTVECTOR& vPnt, bool bAux)
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{
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if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
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unsigned int nVaoId ;
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glGenVertexArrays( 1, &nVaoId) ;
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if ( nVaoId == 0)
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return false ;
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glBindVertexArray( nVaoId) ;
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unsigned int nVboId ;
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glGenBuffers( 1, &nVboId) ;
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if ( nVboId == 0) {
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glBindVertexArray( 0) ;
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glDeleteVertexArrays( 1, &nVaoId) ;
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return false ;
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}
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glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
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int nCount = int( vPnt.size()) ;
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glBufferData( GL_ARRAY_BUFFER, nCount * SIZEV3F, NULL, GL_STATIC_DRAW) ;
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Vert3f v3V ;
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for ( int i = 0 ; i < nCount ; ++ i) {
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v3V.Set( vPnt[i]) ;
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glBufferSubData( GL_ARRAY_BUFFER, i * SIZEV3F, SIZEV3F, &v3V) ;
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m_b3Loc.Add( vPnt[i]) ;
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}
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glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
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glEnableClientState( GL_VERTEX_ARRAY) ;
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glBindVertexArray( 0) ;
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// aggiungo i dati in lista
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AddVerts( GL_POINTS, nCount, nVaoId, nVboId, bAux) ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddLines( const PNTVECTOR& vPnt, bool bAux)
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{
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if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
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unsigned int nVaoId ;
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glGenVertexArrays( 1, &nVaoId) ;
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if ( nVaoId == 0)
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return false ;
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glBindVertexArray( nVaoId) ;
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unsigned int nVboId ;
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glGenBuffers( 1, &nVboId) ;
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if ( nVboId == 0) {
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glBindVertexArray( 0) ;
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glDeleteVertexArrays( 1, &nVaoId) ;
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return false ;
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}
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glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
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int nCount = int( vPnt.size()) ;
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glBufferData( GL_ARRAY_BUFFER, nCount * SIZEV3F, NULL, GL_STATIC_DRAW) ;
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Vert3f v3V ;
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for ( int i = 0 ; i < nCount ; ++ i) {
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v3V.Set( vPnt[i]) ;
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glBufferSubData( GL_ARRAY_BUFFER, i * SIZEV3F, SIZEV3F, &v3V) ;
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m_b3Loc.Add( vPnt[i]) ;
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}
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glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
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glEnableClientState( GL_VERTEX_ARRAY) ;
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glBindVertexArray( 0) ;
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// aggiungo i dati in lista
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AddVerts( GL_LINES, nCount, nVaoId, nVboId, bAux) ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddPolyLine( const PolyLine& PL, bool bAux)
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{
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if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
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unsigned int nVaoId ;
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glGenVertexArrays( 1, &nVaoId) ;
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if ( nVaoId == 0)
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return false ;
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glBindVertexArray( nVaoId) ;
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unsigned int nVboId ;
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glGenBuffers( 1, &nVboId) ;
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if ( nVboId == 0) {
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glBindVertexArray( 0) ;
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glDeleteVertexArrays( 1, &nVaoId) ;
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return false ;
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}
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glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
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glBufferData( GL_ARRAY_BUFFER, PL.GetPointNbr() * SIZEV3F, NULL, GL_STATIC_DRAW) ;
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Point3d ptP ;
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Vert3f v3V ;
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int nCount = 0 ;
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for ( bool bFound = PL.GetFirstPoint( ptP) ; bFound ; bFound = PL.GetNextPoint( ptP)) {
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v3V.Set( ptP) ;
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glBufferSubData( GL_ARRAY_BUFFER, nCount * SIZEV3F, SIZEV3F, &v3V) ;
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m_b3Loc.Add( ptP) ;
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++ nCount ;
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}
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glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
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glEnableClientState( GL_VERTEX_ARRAY) ;
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glBindVertexArray( 0) ;
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// aggiungo i dati in lista
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AddVerts( GL_LINE_STRIP, nCount, nVaoId, nVboId, bAux) ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::StartTriangles( int nNum, bool bAux)
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{
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if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// modo corrente deve essere nullo
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if ( m_nCurrMode != GL_NONE)
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return false ;
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// inizializzo emissione triangoli
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unsigned int nVaoId ;
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glGenVertexArrays( 1, &nVaoId) ;
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if ( nVaoId == 0)
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return false ;
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glBindVertexArray( nVaoId) ;
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unsigned int nVboId ;
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glGenBuffers( 1, &nVboId) ;
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if ( nVboId == 0) {
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glBindVertexArray( 0) ;
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glDeleteVertexArrays( 1, &nVaoId) ;
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return false ;
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}
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glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
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// NumTria * 3 * dimensione( vertice+normale+flag)
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glBufferData( GL_ARRAY_BUFFER, nNum * 3 * SIZEVNF, NULL, GL_STATIC_DRAW) ;
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// aggiungo i dati in lista
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AddVerts( GL_TRIANGLES, 0, nVaoId, nVboId, bAux) ;
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// dichiaro modo triangoli
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m_nCurrMode = GL_TRIANGLES ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::AddTriangle( const Triangle3d& Tria, const TriFlags3d& TFlags, const TriNormals3d& TNrms)
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{
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if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// modo corrente deve essere triangoli
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if ( m_nCurrMode != GL_TRIANGLES)
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return false ;
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// recupero il conteggio dei vertici
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int nCount = m_ngaVect.back().m_nCount ;
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// emetto i vertici, le normali e i flag del triangolo
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#pragma pack( push, 1)
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struct VnfBuf {
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Vert3f v3V ;
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Vert3f v3N ;
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unsigned char cFlag ;
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} ;
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#pragma pack( pop)
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VnfBuf Buffer[3] ;
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for ( int i = 0 ; i < 3 ; ++ i) {
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Buffer[i].v3V = Tria.GetP( i) ;
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Buffer[i].v3N = TNrms.vtN[i] ;
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Buffer[i].cFlag = ( TFlags.bFlag[i] ? 1 : 0) ;
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}
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glBufferSubData( GL_ARRAY_BUFFER, nCount * SIZEVNF, 3 * SIZEVNF, Buffer) ;
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// aggiorno il conteggio
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nCount += 3 ;
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m_ngaVect.back().m_nCount = nCount ;
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// aggiorno bbox
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for ( int i = 0 ; i < 3 ; ++ i)
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m_b3Loc.Add( Tria.GetP( i)) ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::EndTriangles( void)
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{
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if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// modo corrente deve essere triangoli
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if ( m_nCurrMode != GL_TRIANGLES)
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return false ;
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// termino il modo triangoli
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glVertexPointer( 3, GL_FLOAT, SIZEVNF, ((void*)(0))) ;
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glEnableClientState( GL_VERTEX_ARRAY) ;
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glNormalPointer( GL_FLOAT, SIZEVNF, ((void*)( 1 * SIZEV3F))) ;
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glEnableClientState( GL_NORMAL_ARRAY) ;
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glEdgeFlagPointer( SIZEVNF, ((void*)( 2 * SIZEV3F))) ;
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glEnableClientState( GL_EDGE_FLAG_ARRAY) ;
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glBindVertexArray( 0) ;
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// dichiaro modalità standard
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m_nCurrMode = GL_NONE ;
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// dichiaro valida la grafica
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m_bValid = true ;
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return true ;
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}
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//----------------------------------------------------------------------------
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static float*
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AdjustColor( float fCol[4], bool bDark)
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{
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if ( ! bDark) {
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return fCol ;
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}
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else {
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static float fDarkCol[4] = { fCol[0], fCol[1], fCol[2], fCol[3]} ;
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fDarkCol[0] = fCol[0] * 0.6f ;
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fDarkCol[1] = fCol[1] * 0.6f ;
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fDarkCol[2] = fCol[2] * 0.6f ;
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fDarkCol[3] = fCol[3] * 0.6f ;
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return fDarkCol ;
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}
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}
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//----------------------------------------------------------------------------
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bool
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ObjNewGraphics::Draw( int nStat, int nMark, bool bSurfSha, bool bSurf, int nAlpha, bool bShowAux)
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{
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if ( ! m_bValid || m_pScene == nullptr || ! m_pScene->MakeCurrent())
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return false ;
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// se vuoto non faccio alcunché
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if ( m_ngaVect.size() == 0)
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return true ;
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// gestione stato di visualizzazione
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if ( nStat == GDB_ST_OFF)
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return true ;
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if ( nStat == GDB_ST_SEL) {
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glPointSize( (float) m_pScene->GetSelPointSize()) ;
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glLineWidth( (float) m_pScene->GetSelLineWidth()) ;
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}
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// colori speciali per superficie shading selezionata o marcata
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bool bStdCol = true ;
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float fSelMarkCol[4] = { 1, 1, 1, 1} ;
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float fSelMarkBackCol[4] = { 0.75, 0.75, 0.75, 1} ;
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if ( bSurfSha) {
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if ( nMark == GDB_MK_ON) {
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bStdCol = false ;
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Color colMark = m_pScene->GetMark() ;
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colMark.SetAlpha( nAlpha) ;
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colMark.GetFloat( fSelMarkCol) ;
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Color colMarkBack = GetSurfBackColor( colMark) ;
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colMarkBack.SetAlpha( nAlpha) ;
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colMarkBack.GetFloat( fSelMarkBackCol) ;
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}
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else if ( nStat == GDB_ST_SEL) {
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bStdCol = false ;
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Color colSelSurf = m_pScene->GetSelSurf() ;
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colSelSurf.SetAlpha( nAlpha) ;
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colSelSurf.GetFloat( fSelMarkCol) ;
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Color colSelSurfBack = GetSurfBackColor( colSelSurf) ;
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colSelSurfBack.SetAlpha( nAlpha) ;
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colSelSurfBack.GetFloat( fSelMarkBackCol) ;
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}
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}
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// determino se devo scurire il colore wireframe
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bool bDark = false ;
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if ( bStdCol && bSurf && ! bSurfSha) {
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Color colBT, colBB ;
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m_pScene->GetBackground( colBT, colBB) ;
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int nColMid = ( colBT.GetIntIntensity() + colBB.GetIntIntensity()) / 2 ;
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bDark = ( nColMid > 127) ;
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}
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// ciclo di disegno
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for ( auto iIter = m_ngaVect.begin() ; iIter != m_ngaVect.end() ; ++ iIter) {
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switch ( iIter->m_nType) {
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case NgAtom::VERTS :
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if ( iIter->m_nCount > 0 && iIter->m_nVaoId != 0) {
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glBindVertexArray( iIter->m_nVaoId) ;
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glDrawArrays( iIter->m_nMode, 0, iIter->m_nCount) ;
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glBindVertexArray( 0) ;
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}
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break ;
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case NgAtom::VERTS_A :
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if ( bShowAux && iIter->m_nCount > 0 && iIter->m_nVaoId != 0) {
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glBindVertexArray( iIter->m_nVaoId) ;
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glDrawArrays( iIter->m_nMode, 0, iIter->m_nCount) ;
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glBindVertexArray( 0) ;
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}
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break ;
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case NgAtom::COLOR :
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glColor4fv( ( bStdCol ? AdjustColor( iIter->m_fCol, bDark) : fSelMarkCol)) ;
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break ;
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case NgAtom::MAT_A :
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glMaterialfv( GL_FRONT, GL_AMBIENT, ( bStdCol ? iIter->m_fCol : fSelMarkCol)) ;
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break ;
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case NgAtom::MAT_D :
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glMaterialfv( GL_FRONT, GL_DIFFUSE, ( bStdCol ? iIter->m_fCol : fSelMarkCol)) ;
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break ;
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case NgAtom::MAT_S :
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glMaterialfv( GL_FRONT, GL_SPECULAR, ( bStdCol ? iIter->m_fCol : fSelMarkCol)) ;
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break ;
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case NgAtom::MAT_SH :
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glMaterialf( GL_FRONT, GL_SHININESS, iIter->m_fCol[0]) ;
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break ;
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case NgAtom::MAT_B :
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glMaterialfv( GL_BACK, GL_AMBIENT_AND_DIFFUSE, ( bStdCol ? iIter->m_fCol : fSelMarkBackCol)) ;
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break ;
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}
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}
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// se marcato e non superficie in shading, disegno halo
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if ( nMark == GDB_MK_ON && ! bSurfSha) {
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// cambio test di depth per non sovrascrivere il disegno appena fatto
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glDepthFunc( GL_LESS) ;
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// dimensioni per halo
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glPointSize( (float) m_pScene->GetMarkPointSize()) ;
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glLineWidth( (float) m_pScene->GetMarkLineWidth()) ;
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// colore di marcatura
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Color colMark = m_pScene->GetMark() ;
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glColor4f( colMark.GetRed(), colMark.GetGreen(), colMark.GetBlue(), colMark.GetAlpha()) ;
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// ciclo di disegno
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for ( auto iIter = m_ngaVect.begin() ; iIter != m_ngaVect.end() ; ++ iIter) {
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switch ( iIter->m_nType) {
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case NgAtom::VERTS :
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if ( iIter->m_nCount > 0 && iIter->m_nVaoId != 0) {
|
|
glBindVertexArray( iIter->m_nVaoId) ;
|
|
glDrawArrays( iIter->m_nMode, 0, iIter->m_nCount) ;
|
|
glBindVertexArray( 0) ;
|
|
}
|
|
break ;
|
|
case NgAtom::VERTS_A :
|
|
if ( bShowAux && iIter->m_nCount > 0 && iIter->m_nVaoId != 0) {
|
|
glBindVertexArray( iIter->m_nVaoId) ;
|
|
glDrawArrays( iIter->m_nMode, 0, iIter->m_nCount) ;
|
|
glBindVertexArray( 0) ;
|
|
}
|
|
break ;
|
|
// non si impostano i colori, si usa quello di marcatura
|
|
}
|
|
}
|
|
// ripristino test di depth
|
|
glDepthFunc( GL_LEQUAL) ;
|
|
}
|
|
|
|
// se necessario, ripristino la normale visualizzazione
|
|
if ( nStat == GDB_ST_SEL || nMark == GDB_MK_ON) {
|
|
glPointSize( (float) m_pScene->GetPointSize()) ;
|
|
glLineWidth( (float) m_pScene->GetLineWidth()) ;
|
|
}
|
|
|
|
return true ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
ObjNewGraphics::DeleteVaoVbo( void)
|
|
{
|
|
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
|
|
return false ;
|
|
|
|
// ciclo di cancellazione VAO/VBO
|
|
for ( auto iIter = m_ngaVect.begin() ; iIter != m_ngaVect.end() ; ++ iIter) {
|
|
if ( iIter->m_nType == NgAtom::VERTS && iIter->m_nCount > 0) {
|
|
glBindBuffer( GL_ARRAY_BUFFER, 0) ;
|
|
glDeleteBuffers( 1, &iIter->m_nVboId) ;
|
|
glBindVertexArray( 0) ;
|
|
glDeleteVertexArrays( 1, &iIter->m_nVaoId) ;
|
|
iIter->m_nCount = 0 ;
|
|
}
|
|
}
|
|
|
|
return true ;
|
|
}
|