#include "create_index_vbo.h" #ifndef IGL_NO_OPENGL // http://www.songho.ca/opengl/gl_vbo.html#create IGL_INLINE void igl::create_index_vbo( const Eigen::MatrixXi & F, GLuint & F_vbo_id) { // Generate Buffers glGenBuffersARB(1,&F_vbo_id); // Bind Buffers glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,F_vbo_id); // Copy data to buffers // We expect a matrix with each vertex position on a row, we then want to // pass this data to OpenGL reading across rows (row-major) if(F.Options & Eigen::RowMajor) { glBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(int)*F.size(), F.data(), GL_STATIC_DRAW_ARB); }else { // Create temporary copy of transpose Eigen::MatrixXi FT = F.transpose(); // If its column major then we need to temporarily store a transpose glBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(int)*F.size(), FT.data(), GL_STATIC_DRAW); } // bind with 0, so, switch back to normal pointer operation glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } #endif #ifndef IGL_HEADER_ONLY // Explicit template specialization #endif