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Dec 22nd, 2014
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  1. // loadingstate::initalize
  2. {
  3.     /* Create player mesh */
  4.     BoxGeometry cube(2.f, 2.f, 2.f);
  5.     Mesh* mesh = new Mesh(cube, Material::Chrome);
  6.     mesh->shader = m_game->renderer()->create_shader(shader->get_vertex_source().c_str(), shader->get_pixel_source().c_str());
  7.     mesh->vertex_format = m_game->renderer()->create_vertex_format(const_cast<system::VertexFormatDesc*>(vertex_format->get_desc()), vertex_format->get_count(), mesh->shader);
  8.     mesh->constructVertexIndexBuffer(m_game->renderer());
  9.     mesh->texture = m_game->renderer()->create_texture(texture->get_format(), texture->get_type(), texture->get_width(), texture->get_height(), texture->get_depth(), texture->get_pixel_data());
  10.     mesh->sampler = m_game->renderer()->create_sampler_state(sampler->get_filter_mode(), sampler->get_addr_u(), sampler->get_addr_v(), sampler->get_addr_w());
  11.  
  12.     m_player = new PlayerObject(mesh);
  13.    
  14.     m_scene->add(m_player->m_object3D);
  15. }
  16.  
  17. // geometry::geometry
  18. Geometry::Geometry()
  19. {
  20.     m_numVertices = 0;
  21.     m_numIndicies = 0;
  22.     m_vertices = nullptr;
  23.     m_indicies = nullptr;
  24.    
  25.     // m_vertices och m_indicies blir i ärvda klasser new'ade
  26. }
  27.  
  28. // geometry::~geometry
  29. Geometry::~Geometry()
  30. {
  31.     if (m_numVertices > 0)
  32.     {
  33.         delete[] m_vertices;
  34.         m_vertices = nullptr;
  35.     }
  36.  
  37.     if (m_numIndicies > 0)
  38.     {
  39.         delete[] m_indicies;
  40.         m_indicies = nullptr;
  41.     }
  42. }
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