From 17ee7982d56dc641f9131654dbfb42c5d7fc760d Mon Sep 17 00:00:00 2001 From: DavidWilliams Date: Tue, 19 Aug 2014 21:30:37 +0200 Subject: [PATCH] Added typename for GCC. --- examples/common/OpenGLWidget.h | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/examples/common/OpenGLWidget.h b/examples/common/OpenGLWidget.h index fb9a7459..5ceb28ae 100644 --- a/examples/common/OpenGLWidget.h +++ b/examples/common/OpenGLWidget.h @@ -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);