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- void SceneView::drawHardwareBuffer (HWBuffer *buffer) {
- Q_ASSERT (buffer != nullptr);
- //TODO: update hardware buffer
- // NupdateHardwareBuffer (buffer);
- const MeshBuffer *meshBuffer = buffer->mMeshBuffer;
- bool v, i;
- if (v = buffer->mVertexBuffer->bufferId() != 0) {
- bool e = buffer->mVertexBuffer->bind ();
- Q_ASSERT (e != false);
- }
- if (i = buffer->mIndexBuffer->bufferId ()) {
- bool e = buffer->mIndexBuffer->bind ();
- Q_ASSERT (e != false);
- }
- drawVertexPrimitiveList (meshBuffer->vertices(), meshBuffer->vertexCount(), meshBuffer->indices(), meshBuffer->indexCount() / 3, meshBuffer->vertexType (), EPT_TRIANGLES);
- if (v) buffer->mVertexBuffer->release();
- if (i) buffer->mIndexBuffer->release ();
- }
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