28     assert(diag.
length() > FLT_EPSILON && 
"Box has no size!");
 
   42     assert(diag.
length() > FLT_EPSILON && 
"Box has no size!");
 
   88     I16[i++] = 8; 
I16[i++] = 9;  
I16[i++] = 10;
 
   89     I16[i++] = 8; 
I16[i++] = 10; 
I16[i++] = 11;
 
   96     I16[i++] = 12; 
I16[i++] = 13; 
I16[i++] = 14;
 
   97     I16[i++] = 12; 
I16[i++] = 14; 
I16[i++] = 15;
 
  104     I16[i++] = 16; 
I16[i++] = 17; 
I16[i++] = 18;
 
  105     I16[i++] = 16; 
I16[i++] = 18; 
I16[i++] = 19;
 
  112     I16[i++] = 20; 
I16[i++] = 21; 
I16[i++] = 22;
 
  113     I16[i++] = 20; 
I16[i++] = 22; 
I16[i] = 23;
 
  115     UV[0].resize(6ull * 4ull);
 
  116     for (
SLint i = 0; i < 6; i++)
 
SLVec2< SLfloat > SLVec2f
 
SLVec3< SLfloat > SLVec3f
 
Toplevel holder of the assets meshes, materials, textures and shaders.
 
SLBox(SLAssetManager *assetMgr, SLfloat minx=0, SLfloat miny=0, SLfloat minz=0, SLfloat maxx=1, SLfloat maxy=1, SLfloat maxz=1, const SLstring &name="box mesh", SLMaterial *mat=nullptr)
SLBox::SLBox ctor with min. & max. coords. of the axis aligned box.
 
SLVec3f _max
maximum corner
 
void buildMesh(SLMaterial *mat)
SLBox::buildMesh fills in the underlying arrays from the SLMesh object.
 
SLVec3f _min
minimal corner
 
Defines a standard CG material with textures and a shader program.
 
An SLMesh object is a triangulated mesh, drawn with one draw call.
 
SLVushort I16
Vector of vertex indices 16 bit.
 
SLVVec3f N
Vector for vertex normals (opt.) layout (location = 1)
 
virtual void deleteData()
SLMesh::deleteData deletes all mesh data and vbo's.
 
SLVVec2f UV[2]
Array of 2 Vectors for tex. coords. (opt.) layout (location = 2)
 
SLVVec3f P
Vector for vertex positions layout (location = 0)
 
void set(const T X, const T Y, const T Z)