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May 21st, 2018
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C++ 0.79 KB | None | 0 0
  1. void SceneView::drawHardwareBuffer (HWBuffer *buffer) {
  2.  
  3.     Q_ASSERT (buffer != nullptr);
  4.  
  5.     //TODO: update hardware buffer
  6.     // NupdateHardwareBuffer (buffer);
  7.  
  8.     const MeshBuffer *meshBuffer = buffer->mMeshBuffer;
  9.  
  10.     bool v, i;
  11.     if (v = buffer->mVertexBuffer->bufferId() != 0) {
  12.  
  13.        bool e = buffer->mVertexBuffer->bind ();
  14.        Q_ASSERT (e != false);
  15.     }
  16.  
  17.     if (i = buffer->mIndexBuffer->bufferId ()) {
  18.  
  19.         bool e = buffer->mIndexBuffer->bind ();
  20.         Q_ASSERT (e != false);
  21.     }
  22.  
  23.     drawVertexPrimitiveList (meshBuffer->vertices(), meshBuffer->vertexCount(), meshBuffer->indices(), meshBuffer->indexCount() / 3, meshBuffer->vertexType (), EPT_TRIANGLES);
  24.  
  25.     if (v) buffer->mVertexBuffer->release();
  26.     if (i) buffer->mIndexBuffer->release ();
  27. }
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