Added typename for GCC.

This commit is contained in:
DavidWilliams 2014-08-19 21:30:37 +02:00
parent 9b88e97599
commit 17ee7982d5

View File

@ -72,29 +72,29 @@ public:
// The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &(meshData.vertexBuffer));
glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(MeshType::VertexType), vecVertices.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(typename MeshType::VertexType), vecVertices.data(), GL_STATIC_DRAW);
// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &(meshData.indexBuffer));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshData.indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(MeshType::IndexType), vecIndices.data(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(typename MeshType::IndexType), vecIndices.data(), GL_STATIC_DRAW);
// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
// shader. This is mostly just to simplify this example code - in a real application you will know whether your
// chosen surface extractor generates normals and can skip uploading them if not.
glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, normal)));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, normal)));
// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
GLint size = (std::min)(sizeof(MeshType::VertexType::DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, data)));
GLint size = (std::min)(sizeof(typename MeshType::VertexType::DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(typename MeshType::VertexType), (GLvoid*)(offsetof(typename MeshType::VertexType, data)));
// We're done uploading and can now unbind.
glBindVertexArray(0);
@ -105,7 +105,7 @@ public:
meshData.scale = scale;
// Set 16 or 32-bit index buffer size.
meshData.indexType = sizeof(MeshType::IndexType) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
meshData.indexType = sizeof(typename MeshType::IndexType) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
// Now add the mesh to the list of meshes to render.
addMeshData(meshData);