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class RenderBuffer
{
public:
static int VerticesToBeStored;
static int IndicesToBeStored;
static void ClearRenderBuffer(void);
static void StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart);
static void StopStoring(void);
static void RenderStuffInBuffer(void);
};
#define TEMPBUFFERVERTSIZE 512
#define TEMPBUFFERINDEXSIZE 1024
struct VertexBufferUnion
{
RwIm2DVertex im2d[TEMPBUFFERVERTSIZE];
RwIm3DVertex im3d[TEMPBUFFERVERTSIZE];
};
extern int32 TempBufferVerticesStored;
extern int32 TempBufferIndicesStored;
extern VertexBufferUnion TempVertexBuffer;
#define TempBufferRenderVertices (TempVertexBuffer.im3d)
extern RwImVertexIndex TempBufferRenderIndexList[TEMPBUFFERINDEXSIZE];
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