Renamed vertex classes to the far more meaningful 'CubicVertex' and 'MarchingCubesVertex'. The old names didn't make much sense, even less so now they are templatized.

This commit is contained in:
David Williams
2014-05-11 15:17:59 +02:00
parent ae87dbee77
commit 573c36db87
24 changed files with 147 additions and 126 deletions

View File

@ -30,7 +30,7 @@ freely, subject to the following restrictions:
using namespace PolyVox;
using namespace std;
OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh<PositionMaterialNormal<MaterialDensityPair44> >& mesh)
OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh<MarchingCubesVertex<MaterialDensityPair44> >& mesh)
{
//Represents our filled in OpenGL vertex and index buffer objects.
OpenGLSurfaceMesh result;
@ -39,7 +39,7 @@ OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh<PositionMaterialNorma
result.sourceMesh = &mesh;
//Convienient access to the vertices and indices
const vector<PositionMaterialNormal<MaterialDensityPair44> >& vecVertices = mesh.getVertices();
const vector<MarchingCubesVertex<MaterialDensityPair44> >& vecVertices = mesh.getVertices();
const vector<uint32_t>& vecIndices = mesh.getIndices();
//If we have any indices...
@ -63,9 +63,9 @@ OpenGLSurfaceMesh BuildOpenGLSurfaceMesh(const SurfaceMesh<PositionMaterialNorma
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(GLfloat) * 9, 0, GL_STATIC_DRAW);
GLfloat* ptr = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
for (vector<PositionMaterialNormal<MaterialDensityPair44> >::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
for (vector<MarchingCubesVertex<MaterialDensityPair44> >::const_iterator iterVertex = vecVertices.begin(); iterVertex != vecVertices.end(); ++iterVertex)
{
const PositionMaterialNormal<MaterialDensityPair44> & vertex = *iterVertex;
const MarchingCubesVertex<MaterialDensityPair44> & vertex = *iterVertex;
const Vector3DFloat& v3dVertexPos = vertex.getPosition();
//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());