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Diff Revisions 167 vs 168 for /trunk/Source Code/Hardware/Video/Buffers/VertexBufferObject/Headers/VertexBufferObject.h

Diff revisions: vs.
  @@ -87,10 +87,21 @@
87 87 inline void reserveBiTangentCount(U32 size) {_dataBiTangent.reserve(size);}
88 88 inline void reserveIndexCount(U32 size) {_largeIndices ? _hardwareIndicesL.reserve(size) :_hardwareIndicesS.reserve(size);}
89 89
90 - inline void resizePositionCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0,0,0)) {_dataPosition.resize(size,defaultValue);}
91 - inline void resizeNormalCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0,0,0)) {_dataNormal.resize(size,defaultValue);}
92 - inline void resizeTangentCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0,0,0)) {_dataTangent.resize(size,defaultValue);}
93 - inline void resizeBiTangentCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0,0,0)) {_dataBiTangent.resize(size,defaultValue);}
90 + inline void resizePositionCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0.0f)) {
91 + _dataPosition.resize(size,defaultValue);
92 + }
93 +
94 + inline void resizeNormalCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0.0f)) {
95 + _dataNormal.resize(size,defaultValue);
96 + }
97 +
98 + inline void resizeTangentCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0.0f)) {
99 + _dataTangent.resize(size,defaultValue);
100 + }
101 +
102 + inline void resizeBiTangentCount(U32 size, const vec3<F32>& defaultValue = vec3<F32>(0.0f)) {
103 + _dataBiTangent.resize(size,defaultValue);
104 + }
94 105
95 106 inline vectorImpl<vec2<F32> >& getTexcoord() { _texcoordDirty = true; return _dataTexcoord;}
96 107 inline vectorImpl<vec4<U8> >& getBoneIndices() { _indicesDirty = true; return _boneIndices;}
  @@ -198,10 +209,10 @@
198 209 _hardwareIndicesL.clear();
199 210 _hardwareIndicesS.clear();
200 211 _dataTriangles.clear();
201 - _indiceLimits.resize(SCENE_NODE_LOD, vec2<U32>(0,0));
212 + _indiceLimits.resize(Config::SCENE_NODE_LOD, vec2<U32>(0,0));
202 213 _positionDirty = _normalDirty = _texcoordDirty = _tangentDirty = _bitangentDirty = _indicesDirty = _weightsDirty = true;
203 - _minPosition = vec3<F32>(10000.0f,10000.0f,10000.0f);
204 - _maxPosition = vec3<F32>(-10000.0f,-10000.0f,-10000.0f);
214 + _minPosition = vec3<F32>(10000.0f);
215 + _maxPosition = vec3<F32>(-10000.0f);
205 216 }
206 217
207 218 protected: