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C++ ARRAY_SIZE_IN_ELEMENTS函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ARRAY_SIZE_IN_ELEMENTS函数的典型用法代码示例。如果您正苦于以下问题:C++ ARRAY_SIZE_IN_ELEMENTS函数的具体用法?C++ ARRAY_SIZE_IN_ELEMENTS怎么用?C++ ARRAY_SIZE_IN_ELEMENTS使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了ARRAY_SIZE_IN_ELEMENTS函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: DSGeometryPass

    void DSGeometryPass()
    {
		m_DSGeomPassTech.Enable();

        m_gbuffer.BindForWriting();

        // Only the geometry pass updates the depth buffer
		glDepthMask(GL_TRUE);

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
       
        glEnable(GL_DEPTH_TEST);
        
        glDisable(GL_BLEND);        

		Pipeline p;
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.SetPerspectiveProj(m_persProjInfo);        
        p.Rotate(0.0f, m_scale, 0.0f);
        
        for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_boxPositions) ; i++) {
            p.WorldPos(m_boxPositions[i]);
            m_DSGeomPassTech.SetWVP(p.GetWVPTrans());
        	m_DSGeomPassTech.SetWorldMatrix(p.GetWorldTrans());
            m_box.Render();            
        }              

		// When we get here the depth buffer is already populated and the stencil pass
		// depends on it, but it does not write to it.
		glDepthMask(GL_FALSE);
        
        glDisable(GL_DEPTH_TEST);
    }
开发者ID:LSilent,项目名称:OpenGL_Step_By_Step_Source,代码行数:33,代码来源:tutorial36.cpp


示例2: glGenTextures

bool CubemapTexture::Load()
{
    glGenTextures(1, &m_textureObj);
    glBindTexture(GL_TEXTURE_CUBE_MAP, m_textureObj);

    Magick::Image* pImage = NULL;
    Magick::Blob blob;

    for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(types) ; i++) {
        pImage = new Magick::Image(m_fileNames[i]);
        
        try {            
            pImage->write(&blob, "RGBA");
        }
        catch (Magick::Error& Error) {
            cout << "Error loading texture '" << m_fileNames[i] << "': " << Error.what() << endl;
            delete pImage;
            return false;
        }

        glTexImage2D(types[i], 0, GL_RGB, pImage->columns(), pImage->rows(), 0, GL_RGBA, GL_UNSIGNED_BYTE, blob.data());
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);           
        //delete pImage;
    }    
      
    return true;
}
开发者ID:alwaystiys,项目名称:OpenGL,代码行数:31,代码来源:cubemap_texture.cpp


示例3: Clear

bool BasicMesh::LoadMesh(const string& Filename)
{
    // Release the previously loaded mesh (if it exists)
    Clear();
 
    // Create the VAO
    glGenVertexArrays(1, &m_VAO);   
    glBindVertexArray(m_VAO);
    
    // Create the buffers for the vertices attributes
    glGenBuffers(ARRAY_SIZE_IN_ELEMENTS(m_Buffers), m_Buffers);

    bool Ret = false;
    Assimp::Importer Importer;

    const aiScene* pScene = Importer.ReadFile(Filename.c_str(), aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_FindDegenerates);
    
    if (pScene) {
        Ret = InitFromScene(pScene, Filename);
    }
    else {
        printf("Error parsing '%s': '%s'\n", Filename.c_str(), Importer.GetErrorString());
    }

    // Make sure the VAO is not changed from the outside
    glBindVertexArray(0); 

    return Ret;
}
开发者ID:nburfield,项目名称:CS791-Advanced-Computer-Graphics,代码行数:29,代码来源:basic_mesh.cpp


示例4: Clear

bool Mesh::LoadMesh(const string& Filename)
{
    // Release the previously loaded mesh (if it exists)
    Clear();
 
    // Create the VAO
    glGenVertexArrays(1, &m_VAO);   
    glBindVertexArray(m_VAO);
    
    // Create the buffers for the vertices attributes
    glGenBuffers(ARRAY_SIZE_IN_ELEMENTS(m_Buffers), m_Buffers);

    bool Ret = false;    
  
    m_pScene = m_Importer.ReadFile(Filename.c_str(), aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs);
    
    if (m_pScene) {  
        m_GlobalInverseTransform = m_pScene->mRootNode->mTransformation;
        m_GlobalInverseTransform.Inverse();
        Ret = InitFromScene(m_pScene, Filename);
    }
    else {
        printf("Error parsing '%s': '%s'\n", Filename.c_str(), m_Importer.GetErrorString());
    }

    // Make sure the VAO is not changed from the outside
    glBindVertexArray(0);	

    return Ret;
}
开发者ID:rue-ryuzaki,项目名称:Visual-OpenGL,代码行数:30,代码来源:mesh.cpp


示例5: glGenFramebuffers

bool MarkerSamplingFBO::Init(unsigned int WindowWidth, unsigned int WindowHeight, int agentnum, int markernum, bool debug)
{
	this->m_debug = debug;
	this->m_markernum = markernum;
	this->m_agentnum = agentnum; 

    // Create the FBO
    glGenFramebuffers(1, &m_fbo);

    // Create the depth buffer
    glGenTextures(1, &m_markersamplingmap);
    glBindTexture(GL_TEXTURE_2D, m_markersamplingmap);

	glGenTextures(1, &m_depthTexture);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, WindowWidth, WindowHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_markersamplingmap, 0);

	glBindTexture(GL_TEXTURE_2D, m_depthTexture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
	glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);

	GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };

    glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);

    GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

    if (Status != GL_FRAMEBUFFER_COMPLETE) {
        printf("FB error, status: 0x%x\n", Status);
        return false;
    }

	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	if(this->m_debug == true)
	{
		glGenBuffers(1, &m_writebuffer);
		glBindBuffer(GL_TEXTURE_BUFFER, m_writebuffer);
		//glBufferData(GL_TEXTURE_BUFFER, sizeof(float), NULL, GL_DYNAMIC_READ);
		//glBindBuffer(GL_TEXTURE_BUFFER, 0);
		glBufferData(GL_TEXTURE_BUFFER, 4 * markernum*sizeof(float), NULL, GL_DYNAMIC_READ);
		glBindBuffer(GL_TEXTURE_BUFFER, 0);

		//floating texture
		glGenTextures(1, &m_writeTex);
		glBindTexture(GL_TEXTURE_BUFFER, m_writeTex);
		glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, m_writebuffer);
		glBindTexture(GL_TEXTURE_BUFFER, 0);
	}

    return true;
}
开发者ID:taviamcboa,项目名称:Crowd-Simulation-,代码行数:59,代码来源:marker_sampling_fbo.cpp


示例6: glDrawBuffer

void GBuffer::BindForLightPass()
{
	glDrawBuffer(GL_COLOR_ATTACHMENT4);

	for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures); i++) {
		glActiveTexture(GL_TEXTURE0 + i);		
		glBindTexture(GL_TEXTURE_2D, m_textures[GBUFFER_TEXTURE_TYPE_POSITION + i]);
	}
}
开发者ID:Eizen,项目名称:ogldev,代码行数:9,代码来源:gbuffer.cpp


示例7: glBindFramebuffer

void EG_GBuffer::bindForReadingLightPass()
{
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures); i++) {
		glActiveTexture(GL_TEXTURE0 + i);
		glBindTexture(GL_TEXTURE_2D, m_textures[GBUFFER_TEXTURE_TYPE_POSITION + i]);
	}
}
开发者ID:maestro92,项目名称:Explosion-Generator,代码行数:9,代码来源:EG_GBuffer.cpp


示例8: glGenFramebuffers

bool GBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight)
{
	// Create the FBO
	glGenFramebuffers(1, &m_fbo);    
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);

	// Create the gbuffer textures
	glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
	glGenTextures(1, &m_depthTexture);

	for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++) {
		glBindTexture(GL_TEXTURE_2D, m_textures[i]);
#if !defined (PIPELINE_DEFERRED_DEBUG)
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
		glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
	}

	// depth
	glBindTexture(GL_TEXTURE_2D, m_depthTexture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
	glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);

	GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, 
							GL_COLOR_ATTACHMENT1,
							GL_COLOR_ATTACHMENT2,
							GL_COLOR_ATTACHMENT3 };

	glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);

	GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

	if (Status != GL_FRAMEBUFFER_COMPLETE) {
		printf("FB error, status: 0x%x\n", Status);
		return false;
	}

	// restore default FBO
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	return true;
}
开发者ID:Faham,项目名称:deferred-csm,代码行数:44,代码来源:gbuffer.cpp


示例9: glDrawBuffer

void EG_GBuffer::BindForLightPass37()
{
    // we set the target to be the final buffer and bind the attribute buffers as a source
	glDrawBuffer(GL_COLOR_ATTACHMENT7);

	for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures); i++) {
		glActiveTexture(GL_TEXTURE0 + i);
		glBindTexture(GL_TEXTURE_2D, m_textures[GBUFFER_TEXTURE_TYPE_POSITION + i]);
	}
}
开发者ID:maestro92,项目名称:Explosion-Generator,代码行数:10,代码来源:EG_GBuffer.cpp


示例10: glGenFramebuffers

bool GBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight)
{
    // Create the FBO
    glGenFramebuffers(1, &m_fbo);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);

    // Create the gbuffer textures
    glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
    glGenTextures(1, &m_depthTexture);
    glGenTextures(1, &m_finalTexture);

    for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++)
    {
        glBindTexture(GL_TEXTURE_2D, m_textures[i]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
    }

    // depth
    glBindTexture(GL_TEXTURE_2D, m_depthTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH32F_STENCIL8, WindowWidth, WindowHeight, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);

    // final
    glBindTexture(GL_TEXTURE_2D, m_finalTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, m_finalTexture, 0);

    GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

    if (Status != GL_FRAMEBUFFER_COMPLETE)
    {
        printf("FB error, status: 0x%x\n", Status);
        return false;
    }

    // restore default FBO
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

    return true;
}
开发者ID:nburfield,项目名称:CS791-Advanced-Computer-Graphics,代码行数:43,代码来源:gbuffer.cpp


示例11: glBindFramebuffer

void GBuffer::BindForGeomPass()
{
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);

	GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, 
						     GL_COLOR_ATTACHMENT1,
						     GL_COLOR_ATTACHMENT2 };

    glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
}
开发者ID:Eizen,项目名称:ogldev,代码行数:10,代码来源:gbuffer.cpp


示例12: AddBoneData

	void VertexBoneData::AddBoneData(unsigned BoneID, float Weight)
	{
		for (unsigned i = 0; i < ARRAY_SIZE_IN_ELEMENTS(IDs); i++) {
			if (Weights[i] == 0.0) {
				IDs[i] = BoneID;
				Weights[i] = Weight;
				return;
			}
		}
		throw "more bones than available"; //this should never happen because I am asking assimp to only allow 4 bones
	}
开发者ID:OrlandoAguilar,项目名称:GraphicsSystem,代码行数:11,代码来源:SkinnedMeshStructures.cpp


示例13: glDeleteBuffers

NavigationBuildingBufferGeometry::~NavigationBuildingBufferGeometry()
{
	
    if (m_Buffers[0] != 0) {
        glDeleteBuffers(ARRAY_SIZE_IN_ELEMENTS(m_Buffers), m_Buffers);
    }
       
    if (m_VAO != 0) {
        glDeleteVertexArrays(1, &m_VAO);
        m_VAO = 0;
    }
}
开发者ID:taviamcboa,项目名称:Crowd-Simulation-,代码行数:12,代码来源:NavigationBuildingBufferGeometry.cpp


示例14: glBindFramebuffer

void GBuffer::BindForWriting()
{
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer);
	//glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

    GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0,
                             GL_COLOR_ATTACHMENT1,
                             GL_COLOR_ATTACHMENT2
                             //GL_COLOR_ATTACHMENT3 
                         };

    glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
}
开发者ID:Cigg,项目名称:Screen-space-ambient-occlusion,代码行数:13,代码来源:gbuffer.cpp


示例15: assert

void Mesh::VertexBoneData::AddBoneData(uint BoneID, float Weight)
{
    for (uint i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(IDs) ; i++) {
        if (Weights[i] == 0.0) {
            IDs[i]     = BoneID;
            Weights[i] = Weight;
            return;
        }        
    }
    
    // should never get here - more bones than we have space for
    assert(0);
}
开发者ID:rue-ryuzaki,项目名称:Visual-OpenGL,代码行数:13,代码来源:mesh.cpp


示例16: defined

void GBuffer::BindForReading()
{
#if defined (PIPELINE_DEFERRED_DEBUG)
    glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
#else
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);

	for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures); i++) {
		glActiveTexture(GL_TEXTURE0 + i);
		glBindTexture(GL_TEXTURE_2D, m_textures[GBUFFER_TEXTURE_TYPE_POSITION + i]);
	}
#endif
}
开发者ID:Faham,项目名称:deferred-csm,代码行数:13,代码来源:gbuffer.cpp


示例17: glDeleteFramebuffers

GBuffer::~GBuffer()
{
    if (frameBuffer != 0) {
        glDeleteFramebuffers(1, &frameBuffer);
    }

    if (textures[0] != 0) {
        glDeleteTextures(ARRAY_SIZE_IN_ELEMENTS(textures), textures);
    }

	if (depthTexture != 0) {
		glDeleteTextures(1, &depthTexture);
	}
}
开发者ID:Cigg,项目名称:Screen-space-ambient-occlusion,代码行数:14,代码来源:gbuffer.cpp


示例18: glDeleteFramebuffers

EG_GBuffer::~EG_GBuffer()
{
    if (m_fbo != 0) {
        glDeleteFramebuffers(1, &m_fbo);
    }

    if (m_textures[0] != 0) {
        glDeleteTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
    }

	if (m_depthTexture != 0) {
		glDeleteTextures(1, &m_depthTexture);
	}
}
开发者ID:maestro92,项目名称:Explosion-Generator,代码行数:14,代码来源:EG_GBuffer.cpp


示例19: RenderPhase

 void RenderPhase()
 {
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     
     Pipeline p;
     p.Scale(0.1f, 0.1f, 0.1f);
     p.Rotate(0.0f, 90.0f, 0.0f);
     p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
     p.SetPerspectiveProj(m_persProjInfo);
     
     // If the left mouse button is clicked check if it hit a triangle
     // and color it red
     if (m_leftMouseButton.IsPressed) {
         PickingTexture::PixelInfo Pixel = m_pickingTexture.ReadPixel(m_leftMouseButton.x, WINDOW_HEIGHT - m_leftMouseButton.y - 1);
         GLExitIfError;
         if (Pixel.PrimID != 0) {                
             m_simpleColorEffect.Enable();
             assert(Pixel.ObjectID < ARRAY_SIZE_IN_ELEMENTS(m_worldPos));
             p.WorldPos(m_worldPos[(uint)Pixel.ObjectID]);
             m_simpleColorEffect.SetWVP(p.GetWVPTrans());
             // Must compensate for the decrement in the FS!
             m_pMesh->Render((uint)Pixel.DrawID, (uint)Pixel.PrimID - 1); 
         }
     }
     
     // render the objects as usual
     m_lightingEffect.Enable();
     m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos());
     
     for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_worldPos) ; i++) {
         p.WorldPos(m_worldPos[i]);
         m_lightingEffect.SetWVP(p.GetWVPTrans());
         m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());                
         m_pMesh->Render(NULL);
     }        
 }
开发者ID:leloulight,项目名称:ogldev,代码行数:36,代码来源:tutorial29.cpp


示例20: CreateVertexBuffer

    void CreateVertexBuffer(const unsigned int* pIndices, unsigned int IndexCount)
    {
        Vertex Vertices[4] = { Vertex(Vector3f(-10.0f, -2.0f, -10.0f), Vector2f(0.0f, 0.0f)),
                               Vertex(Vector3f(10.0f, -2.0f, -10.0f), Vector2f(1.0f, 0.0f)),
                               Vertex(Vector3f(10.0f, -2.0f, 10.0f), Vector2f(1.0f, 1.0f)),
                               Vertex(Vector3f(-10.0f, -2.0f, 10.0f), Vector2f(0.0f, 1.0f))};

        unsigned int VertexCount = ARRAY_SIZE_IN_ELEMENTS(Vertices);

        CalcNormals(pIndices, IndexCount, Vertices, VertexCount);

        glGenBuffers(1, &m_VBO);
        glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
    }
开发者ID:andriyut,项目名称:ogldev,代码行数:15,代码来源:main.cpp



注:本文中的ARRAY_SIZE_IN_ELEMENTS函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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