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| author | Stefan Suhren <suhren.stefan@fh-swf.de> | 2015-10-27 10:39:43 +0100 |
|---|---|---|
| committer | Stefan Suhren <suhren.stefan@fh-swf.de> | 2015-10-27 10:39:43 +0100 |
| commit | 924859737e844cb0b5d8aa36ee073acac3859abe (patch) | |
| tree | 563709a3750fddcc6d0c395338504ce4bf032fb2 /src/mmscene.cpp | |
| parent | f7f38fb764bb35a6e87afad5d42555b95c320fa6 (diff) | |
| download | Multimedia-924859737e844cb0b5d8aa36ee073acac3859abe.tar.gz Multimedia-924859737e844cb0b5d8aa36ee073acac3859abe.zip | |
Draw cube with function an not in loop
Diffstat (limited to 'src/mmscene.cpp')
| -rw-r--r-- | src/mmscene.cpp | 27 |
1 files changed, 11 insertions, 16 deletions
diff --git a/src/mmscene.cpp b/src/mmscene.cpp index 8b9bc86..e360d29 100644 --- a/src/mmscene.cpp +++ b/src/mmscene.cpp @@ -48,29 +48,24 @@ void MMScene::drawTriangles() //enable required arrays int stride = sizeof(GLPoint); - for(int i = 0; i < m_points.length(); i += 3) - { - if(i > m_lastAxesPoint || i < m_firstAxesPoint) - { - renderer()->activateAttributeArray(GLESRenderer::VERTEX_LOCATION, - m_points[i].vertexPointer(), stride); - renderer()->activateAttributeArray(GLESRenderer::NORMAL_LOCATION, - m_points[i].normalPointer(), stride); - renderer()->activateAttributeArray(GLESRenderer::TEXCOORD_LOCATION, - m_points[i].texCoordPointer(), stride); - renderer()->activateAttributeArray(GLESRenderer::COLOR_LOCATION, - m_points[i].colorPointer(), stride); - glDrawArrays(GL_TRIANGLES, 0, 3); - } - } + renderer()->activateAttributeArray(GLESRenderer::VERTEX_LOCATION, + m_points[0].vertexPointer(), stride); + renderer()->activateAttributeArray(GLESRenderer::NORMAL_LOCATION, + m_points[0].normalPointer(), stride); + renderer()->activateAttributeArray(GLESRenderer::TEXCOORD_LOCATION, + m_points[0].texCoordPointer(), stride); + renderer()->activateAttributeArray(GLESRenderer::COLOR_LOCATION, + m_points[0].colorPointer(), stride); + + glDrawArrays(GL_TRIANGLES, 0, 36); renderer()->disableAttributeArrays(); } void MMScene::createCube(const QVector3D &lbb, const QVector3D &rtf) { QVector3D n0 = QVector3D(0.0, 0.0, 1.0); //dummy normal - QVector3D t0 = QVector3D(0.0,0.0,0.0); //dummy texture + QVector3D t0 = QVector3D(0.0, 0.0, 0.0); //dummy texture // Create all the vectors for caching QVector3D lbf = QVector3D(lbb.x(), lbb.y(), rtf.z()); |
