27 assert(!
name.empty());
50 assert(uv_min != uv_max);
53 assert(!
name.empty());
71 if (uIntNumV64 > UINT_MAX)
80 UV[0].resize(
P.size());
83 if (uIntNumV64 < 65535)
#define SL_EXIT_MSG(message)
Toplevel holder of the assets meshes, materials, textures and shaders.
Defines a standard CG material with textures and a shader program.
An SLMesh object is a triangulated mesh, drawn with one draw call.
SLVuint I32
Vector of vertex indices 32 bit.
SLVushort I16
Vector of vertex indices 16 bit.
SLbool _isVolume
Flag for RT if mesh is a closed volume.
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)
const SLstring & name() const
SLuint _resX
resolution in x direction
void buildMesh(SLMaterial *mat)
SLRectangle::buildMesh fills in the underlying arrays from the SLMesh object.
SLuint _resY
resolution in y direction
SLRectangle(SLAssetManager *assetMgr, const SLVec2f &min, const SLVec2f &max, SLuint resX, SLuint resY, const SLstring &name="rectangle mesh", SLMaterial *mat=nullptr)
ctor for rectangle w. min & max corner
SLVec2f _uv_min
min corner tex.coord.
SLVec2f _uv_max
max corner tex.coord.
void set(const T X, const T Y)