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Lines Matching refs:Mesh

338  @Description	Loads the mesh data required for this training course into
360 SPODMesh& Mesh = m_Scene.pMesh[i];
361 unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride;
364 glBufferData(GL_ARRAY_BUFFER, uiSize, Mesh.pInterleaved, GL_STATIC_DRAW);
369 if (Mesh.sFaces.pData)
372 uiSize = PVRTModelPODCountIndices(Mesh) * sizeof(GLshort);
374 glBufferData(GL_ELEMENT_ARRAY_BUFFER, uiSize, Mesh.sFaces.pData, GL_STATIC_DRAW);
689 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx];
691 // bind the VBO for the mesh
707 // Rotate the wall mesh which is circular
738 glVertexAttribPointer(DEFAULT_VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, Mesh.sVertex.nStride, Mesh.sVertex.pData);
739 glVertexAttribPointer(DEFAULT_TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, Mesh.psUVW[0].nStride, Mesh.psUVW[0].pData);
742 glDrawElements(GL_TRIANGLES, Mesh.nNumFaces*3, GL_UNSIGNED_SHORT, 0);
768 @Input i32NodeIndex Node index of the mesh to draw
775 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx];
777 // bind the VBO for the mesh
783 glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, Mesh.sVertex.nStride, Mesh.sVertex.pData);
784 glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, Mesh.sNormals.nStride, Mesh.sNormals.pData);
785 glVertexAttribPointer(TANGENT_ARRAY, 3, GL_FLOAT, GL_FALSE, Mesh.sTangents.nStride, Mesh.sTangents.pData);
786 glVertexAttribPointer(BINORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, Mesh.sBinormals.nStride, Mesh.sBinormals.pData);
787 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, Mesh.psUVW[0].nStride, Mesh.psUVW[0].pData);
788 glVertexAttribPointer(BONEINDEX_ARRAY, Mesh.sBoneIdx.n, GL_UNSIGNED_BYTE, GL_FALSE, Mesh.sBoneIdx.nStride, Mesh.sBoneIdx.pData);
789 glVertexAttribPointer(BONEWEIGHT_ARRAY, Mesh.sBoneWeight.n, GL_UNSIGNED_BYTE, GL_TRUE, Mesh.sBoneWeight.nStride, Mesh.sBoneWeight.pData);
791 for(int i32Batch = 0; i32Batch < Mesh.sBoneBatches.nBatchCnt; ++i32Batch)
794 If the current mesh has bone index and weight data then we need to
798 // Set the number of bones that will influence each vertex in the mesh
799 glUniform1i(m_SkinnedShaderProgram.auiLoc[eBoneCount], Mesh.sBoneIdx.n);
805 int i32Count = Mesh.sBoneBatches.pnBatchBoneCnt[i32Batch];
810 int i32NodeID = Mesh.sBoneBatches.pnBatches[i32Batch * Mesh.sBoneBatches.nBatchBoneMax + i];
826 to the start of the current batch of triangles (Mesh.sBoneBatches.pnBatchOffset[i32Batch]) and the
830 if(i32Batch+1 < Mesh.sBoneBatches.nBatchCnt)
831 i32Tris = Mesh.sBoneBatches.pnBatchOffset[i32Batch+1] - Mesh.sBoneBatches.pnBatchOffset[i32Batch];
833 i32Tris = Mesh.nNumFaces - Mesh.sBoneBatches.pnBatchOffset[i32Batch];
835 // Draw the mesh
836 size_t offset = sizeof(GLushort) * 3 * Mesh.sBoneBatches.pnBatchOffset[i32Batch];