#ifndef IGL_CREATE_INDEX_VBO #define IGL_CREATE_INDEX_VBO // NOTE: It wouldn't be so hard to template this using Eigen's templates #include #if __APPLE__ # include #else # ifdef _WIN32 # define NOMINMAX # include # undef NOMINMAX # endif # include #endif // Create a VBO (Vertex Buffer Object) for a list of indices: // GL_ELEMENT_ARRAY_BUFFER_ARB for the triangle indices (F) namespace igl { // Inputs: // F #F by 3 eigen Matrix of face (triangle) indices // Outputs: // F_vbo_id buffer id for face indices // inline void create_index_vbo( const Eigen::MatrixXi & F, GLuint & F_vbo_id); } // Implementation // http://www.songho.ca/opengl/gl_vbo.html#create 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