Tidying up comments.
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@ -35,16 +35,19 @@
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namespace PolyVox
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{
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/// A specialised vertex format which encodes the data from the cubic extraction algorithm in a very
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/// compact way. You will probably want to use the decodeVertex() function to turn it into a regular
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/// Vertex for rendering, but advanced users should also be able to decode it on the GPU (not tested).
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template<typename _DataType>
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struct CubicVertex
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{
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typedef _DataType DataType;
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// Each component of the position is stored as a single unsigned byte.
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// The true position is found by offseting each component by 0.5f.
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/// Each component of the position is stored as a single unsigned byte.
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/// The true position is found by offseting each component by 0.5f.
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Vector3DUint8 encodedPosition;
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// User data
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/// A copy of the data which was stored in the voxel which generated this vertex.
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DataType data;
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};
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@ -60,11 +63,11 @@ namespace PolyVox
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template<typename DataType>
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Vertex<DataType> decodeVertex(const CubicVertex<DataType>& cubicVertex);
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// Generates a cubic-style mesh from the voxel data.
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/// Generates a cubic-style mesh from the voxel data.
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template<typename VolumeType, typename MeshType, typename IsQuadNeeded = DefaultIsQuadNeeded<typename VolumeType::VoxelType> >
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void extractCubicMeshCustom(VolumeType* volData, Region region, MeshType* result, IsQuadNeeded isQuadNeeded = IsQuadNeeded(), bool bMergeQuads = true);
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// Generates a cubic-style mesh from the voxel data, placing the result into a user-provided Mesh.
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/// Generates a cubic-style mesh from the voxel data, placing the result into a user-provided Mesh.
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template<typename VolumeType, typename IsQuadNeeded = DefaultIsQuadNeeded<typename VolumeType::VoxelType> >
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Mesh<CubicVertex<typename VolumeType::VoxelType> > extractCubicMesh(VolumeType* volData, Region region, IsQuadNeeded isQuadNeeded = IsQuadNeeded(), bool bMergeQuads = true);
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