mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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@ -928,6 +928,6 @@ namespace
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ENTRY_IMPLEMENT_MAIN(
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ExampleTessellation
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, "41-tess"
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, "Adaptive Gpu Tessellation."
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, "Adaptive GPU Tessellation."
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, "https://bkaradzic.github.io/bgfx/examples.html#tess"
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);
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@ -40,14 +40,14 @@ public:
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// It will takes long time if there are too many vertices.
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ProgressiveMesh(vertices, stride, (const float *)(vb->data + offset), triangles, (const int *)ib->data, m_map, permutation);
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// rearrange the vertex Array
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// rearrange the vertex Array
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char * temp = (char *)Alloc(vertices * stride);
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bx::memCopy(temp, vb->data, vb->size);
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for (i = 0; i<vertices; i++) {
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bx::memCopy(vb->data + permutation[i] * stride , temp + i * stride, stride);
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}
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Free(temp);
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// update the changes in the entries in the triangle Array
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for (i = 0; i<triangles * 3; i++) {
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int *indices = (int *)(ib->data + i * sizeof(uint32_t));
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@ -145,7 +145,7 @@ public:
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m_vb = bgfx::createVertexBuffer(vb, mesh->m_layout);
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m_ib = bgfx::createDynamicIndexBuffer(ib, BGFX_BUFFER_INDEX32);
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m_numVertices = vertices;
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m_numTriangles = indices/3;
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m_totalVertices = m_numVertices;
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@ -377,6 +377,6 @@ public:
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ENTRY_IMPLEMENT_MAIN(
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ExampleBunnyLOD
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, "42-bunnylod"
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, "Bunny LOD"
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, "Progressive Mesh LOD"
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, "https://bkaradzic.github.io/bgfx/examples.html#bunnylod"
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);
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