Tidying up comments.
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@ -40,17 +40,18 @@ namespace PolyVox
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/// Vertex for rendering, but advanced users can also decode it on the GPU (see PolyVox examples).
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template<typename _DataType>
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struct MarchingCubesVertex
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{
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{
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typedef _DataType DataType;
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// Each component of the position is stored using 8.8 fixed-point encoding.
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/// Each component of the position is stored using 8.8 fixed-point encoding.
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Vector3DUint16 encodedPosition;
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// The normal is encoded as a 16-bit unsigned integer using the 'oct16'
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// encoding described here: http://jcgt.org/published/0003/02/01/
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/// The normal is encoded as a 16-bit unsigned integer using the 'oct16'
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/// encoding described here: http://jcgt.org/published/0003/02/01/
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uint16_t encodedNormal;
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// User data
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/// The interpolated voxel data from the neighbouring voxels which generated this
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/// vertex (every vertex is placed between two voxels by the MArching Cubes algorithm)
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DataType data;
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};
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@ -63,11 +64,11 @@ namespace PolyVox
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template<typename DataType>
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Vertex<DataType> decodeVertex(const MarchingCubesVertex<DataType>& marchingCubesVertex);
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// Generates a mesh from the voxel data using the Marching Cubes algorithm.
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/// Generates a mesh from the voxel data using the Marching Cubes algorithm.
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template< typename VolumeType, typename ControllerType = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
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Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesMesh(VolumeType* volData, Region region, ControllerType controller = ControllerType());
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// Generates a mesh from the voxel data using the Marching Cubes algorithm, placing the result into a user-provided Mesh.
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/// Generates a mesh from the voxel data using the Marching Cubes algorithm, placing the result into a user-provided Mesh.
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template< typename VolumeType, typename MeshType, typename ControllerType = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
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void extractMarchingCubesMeshCustom(VolumeType* volData, Region region, MeshType* result, ControllerType controller = ControllerType());
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}
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