#ifndef IGL_CREATE_VECTOR_VBO #define IGL_CREATE_VECTOR_VBO // NOTE: It wouldn't be so hard to template this using Eigen's templates #include #if __APPLE__ # include #else # include #endif // Create a VBO (Vertex Buffer Object) for a list of vectors: // GL_ARRAY_BUFFER_ARB for the vectors (V) namespace igl { // Inputs: // V #V by 3 eigen Matrix of vertex 3D positions // Outputs: // V_vbo_id buffer id for vectors // void create_vector_vbo( const Eigen::MatrixXd & V, GLuint & V_vbo_id); } // Implementation // http://www.songho.ca/opengl/gl_vbo.html#create void igl::create_vector_vbo( const Eigen::MatrixXd & V, GLuint & V_vbo_id) { // Generate Buffers glGenBuffersARB(1,&V_vbo_id); // Bind Buffers glBindBufferARB(GL_ARRAY_BUFFER_ARB,V_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(V.Options & Eigen::RowMajor) { glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(double)*V.size(), V.data(), GL_STATIC_DRAW_ARB); }else { // Create temporary copy of transpose Eigen::MatrixXd VT = V.transpose(); // If its column major then we need to temporarily store a transpose glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(double)*V.size(), VT.data(), GL_STATIC_DRAW_ARB); } // bind with 0, so, switch back to normal pointer operation glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); } #endif