20 unsigned int _v2,
unsigned int _v3,
unsigned int _v4 = 0)
21 : v1(_v1), v2(_v2), v3(_v3), v4(_v4), texture(t) { }
28 unsigned int _v1,
unsigned int _v2,
29 unsigned int _v3,
unsigned int _v4 = 0)
30 : v1(_v1), v2(_v2), v3(_v3), v4(_v4), index(paletteIndex) { }
38 const std::vector<IndexedRectangle>& rectangles,
39 const std::vector<IndexedRectangle>& triangles,
40 const std::vector<IndexedColoredRectangle>& coloredRectangles,
41 const std::vector<IndexedColoredRectangle>& coloredTriangles);
Mesh(const std::vector< glm::vec3 > &vertices, const std::vector< IndexedRectangle > &rectangles, const std::vector< IndexedRectangle > &triangles, const std::vector< IndexedColoredRectangle > &coloredRectangles, const std::vector< IndexedColoredRectangle > &coloredTriangles)
OpenGL Shader Implementation.
std::vector< glm::vec3 > verticesColorBuff
std::vector< unsigned int > colorsBuff
IndexedRectangle(unsigned int t, unsigned int _v1, unsigned int _v2, unsigned int _v3, unsigned int _v4=0)
void display(glm::mat4 MVP, ShaderTexture *shaderTexture=nullptr)
IndexedColoredRectangle(unsigned int paletteIndex, unsigned int _v1, unsigned int _v2, unsigned int _v3, unsigned int _v4=0)
std::vector< unsigned short > indicesColorBuff
ShaderBuffer verticesColor
std::vector< unsigned int > texturesBuff
ShaderBuffer indicesColor
std::vector< glm::vec3 > verticesBuff
std::vector< unsigned short > indicesBuff