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Commit 886fb554 authored by Kenneth Vanhoey's avatar Kenneth Vanhoey
Browse files

Small modification in ColorPerFaceRender (template argument has been

reduced to the only ORBIT instead of the AttributeHandler<ORBIT> class).
parent 3e67b53f
...@@ -25,6 +25,7 @@ ...@@ -25,6 +25,7 @@
#ifndef _COLOR_PER_FACE_RENDER #ifndef _COLOR_PER_FACE_RENDER
#define _COLOR_PER_FACE_RENDER #define _COLOR_PER_FACE_RENDER
#include <GL/glew.h>
#include "Topology/generic/dart.h" #include "Topology/generic/dart.h"
#include "Topology/generic/attributeHandler.h" #include "Topology/generic/attributeHandler.h"
...@@ -46,7 +47,7 @@ namespace GL2 ...@@ -46,7 +47,7 @@ namespace GL2
{ {
/** /**
* Class that update VBO to allow the rendering of per face color rendering * Class that update VBO to allow the rendering of per face colors
* Use with ColorPerVertexShader * Use with ColorPerVertexShader
*/ */
class ColorPerFaceRender class ColorPerFaceRender
...@@ -69,9 +70,9 @@ public: ...@@ -69,9 +70,9 @@ public:
* @param colorPerXXX attribute of color (per face, per vertex per face, per what you want) * @param colorPerXXX attribute of color (per face, per vertex per face, per what you want)
* @param good selector * @param good selector
*/ */
template<typename PFP, typename ATTRIB> template<typename PFP, unsigned int ORBIT>
void updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboColor, typename PFP::MAP& map, void updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboColor, typename PFP::MAP& map,
const VertexAttribute<typename PFP::VEC3>& positions, const ATTRIB& colorPerXXX, const FunctorSelect& good = allDarts) ; const VertexAttribute<typename PFP::VEC3>& positions, const AttributeHandler<typename PFP::VEC3,ORBIT>& colorPerXXX, const FunctorSelect& good = allDarts) ;
/** /**
* update drawing buffers * update drawing buffers
...@@ -84,9 +85,9 @@ public: ...@@ -84,9 +85,9 @@ public:
* @param colorPerXXX attribute of color (per face, per vertex per face, per what you want) * @param colorPerXXX attribute of color (per face, per vertex per face, per what you want)
* @param good selector * @param good selector
*/ */
template<typename PFP, typename ATTRIB> template<typename PFP, unsigned int ORBIT>
void updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboNormals, Utils::VBO& vboColor, typename PFP::MAP& map, void updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboNormal, Utils::VBO& vboColor, typename PFP::MAP& map,
const VertexAttribute<typename PFP::VEC3>& positions, const VertexAttribute<typename PFP::VEC3>& normals, const ATTRIB& colorPerXXX, const FunctorSelect& good = allDarts) ; const VertexAttribute<typename PFP::VEC3>& positions, const VertexAttribute<typename PFP::VEC3>& normals, const AttributeHandler<typename PFP::VEC3,ORBIT>& colorPerXXX, const FunctorSelect& good = allDarts) ;
/** /**
......
...@@ -49,9 +49,9 @@ m_nbTris(0) ...@@ -49,9 +49,9 @@ m_nbTris(0)
template<typename PFP, typename ATTRIB> template<typename PFP, unsigned int ORBIT>
void ColorPerFaceRender::updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboColor, typename PFP::MAP& map, void ColorPerFaceRender::updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboColor, typename PFP::MAP& map,
const VertexAttribute<typename PFP::VEC3>& positions, const ATTRIB& colorPerXXX, const FunctorSelect& good) const VertexAttribute<typename PFP::VEC3>& positions, const AttributeHandler<typename PFP::VEC3,ORBIT>& colorPerXXX, const FunctorSelect& good)
{ {
typedef typename PFP::VEC3 VEC3; typedef typename PFP::VEC3 VEC3;
typedef typename PFP::REAL REAL; typedef typename PFP::REAL REAL;
...@@ -98,11 +98,10 @@ void ColorPerFaceRender::updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboColor ...@@ -98,11 +98,10 @@ void ColorPerFaceRender::updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboColor
vboColor.releasePtr(); vboColor.releasePtr();
} }
template<typename PFP, unsigned int ORBIT>
template<typename PFP, typename ATTRIB>
void ColorPerFaceRender::updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboNormal, Utils::VBO& vboColor, typename PFP::MAP& map, void ColorPerFaceRender::updateVBO(Utils::VBO& vboPosition, Utils::VBO& vboNormal, Utils::VBO& vboColor, typename PFP::MAP& map,
const VertexAttribute<typename PFP::VEC3>& positions, const VertexAttribute<typename PFP::VEC3>& normals, const VertexAttribute<typename PFP::VEC3>& positions, const VertexAttribute<typename PFP::VEC3>& normals,
const ATTRIB& colorPerXXX, const FunctorSelect& good) const AttributeHandler<typename PFP::VEC3,ORBIT>& colorPerXXX, const FunctorSelect& good)
{ {
typedef typename PFP::VEC3 VEC3; typedef typename PFP::VEC3 VEC3;
typedef typename PFP::REAL REAL; typedef typename PFP::REAL REAL;
......
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