VertexArray在添加数据区时,增加类型判断
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@ -30,11 +30,6 @@ namespace hgl
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VertexBufferBase *vertex_buffer;
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VertexBufferBase *color_buffer;
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private:
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bool _SetVertexBuffer (VertexBufferBase *); ///<真实设置顶点缓冲区数据
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bool _SetElementBuffer (); ///<真实设置索引缓冲区数据
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public:
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VertexArray(uint prim,uint max_vertex_attrib);
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@ -53,7 +48,7 @@ namespace hgl
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public: //特殊缓冲区独立设置函数
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bool SetElementBuffer (VertexBufferBase *vb); ///<设置索引缓冲区数据
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bool SetElementBuffer (VertexBufferBase *eb); ///<设置索引缓冲区数据
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bool SetVertexBuffer (VertexBufferBase *vb); ///<设置顶点缓冲区数据
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bool SetColorBuffer (VertexBufferBase *vb,PixelCompoment cf); ///<设置颜色缓冲区数据
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@ -51,18 +51,16 @@ namespace hgl
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int VertexArray::AddVertexAttribBuffer(VertexBufferBase *vb)
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{
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if(!vb)return(false);
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if(vb->GetBufferType()!=GL_ARRAY_BUFFER)return(false);
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const int index=vertex_buffer_list.Add(vb);
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_SetVertexBuffer(vb); //各种真实渲染器处理
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return(index);
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return vertex_buffer_list.Add(vb);
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}
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bool VertexArray::SetElementBuffer(VertexBufferBase *vb)
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bool VertexArray::SetElementBuffer(VertexBufferBase *eb)
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{
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if(!vb)return(false);
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element_buffer=vb;
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if(!eb)return(false);
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if(eb->GetBufferType()!=GL_ELEMENT_ARRAY_BUFFER)return(false);
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element_buffer=eb;
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return(true);
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}
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