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37 lines
1.2 KiB
37 lines
1.2 KiB
1 year ago
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#ifndef IGL_OPENGL_VERTEX_ARRAY_H
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#define IGL_OPENGL_VERTEX_ARRAY_H
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#include "../igl_inline.h"
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#include "gl.h"
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#include <Eigen/Core>
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namespace igl
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{
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namespace opengl
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{
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/// Create a GL_VERTEX_ARRAY for a given mesh (V,F)
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///
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/// @param[in] V #V by dim list of mesh vertex positions
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/// @param[in] F #F by 3 list of mesh triangle indices into V
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/// @param[out] va_id id of vertex array
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/// @param[out] ab_id id of array buffer (vertex buffer object)
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/// @param[out] eab_id id of element array buffer (element/face buffer object)
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///
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/// \note Unlike most libigl functions, the **input** Eigen matrices must
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/// be `Eigen::PlainObjectBase` because we want to directly access it's
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/// underlying storage. It cannot be `Eigen::MatrixBase` (see
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/// http://stackoverflow.com/questions/25094948/)
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template <
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typename DerivedV,
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typename DerivedF>
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IGL_INLINE void vertex_array(
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const Eigen::PlainObjectBase<DerivedV> & V,
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const Eigen::PlainObjectBase<DerivedF> & F,
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GLuint & va_id,
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GLuint & ab_id,
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GLuint & eab_id);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "vertex_array.cpp"
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#endif
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#endif
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