#ifndef IGL_CREATE_MESH_VBO_H #define IGL_CREATE_MESH_VBO_H #include "igl_inline.h" // NOTE: It wouldn't be so hard to template this using Eigen's templates #include #ifdef __APPLE__ # include #elif defined(_WIN32) # define NOMINMAX # include # undef NOMINMAX # include # include #else # define GL_GLEXT_PROTOTYPES # include # include #endif // Create a VBO (Vertex Buffer Object) for a mesh. Actually two VBOs: one // GL_ARRAY_BUFFER for the vertex positions (V) and one // GL_ELEMENT_ARRAY_BUFFER for the triangle indices (F) namespace igl { // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3 eigne Matrix of face (triangle) indices // Outputs: // V_vbo_id buffer id for vertex positions // F_vbo_id buffer id for face indices // // NOTE: when using glDrawElements VBOs for V and F using MatrixXd and // MatrixXi will have types GL_DOUBLE and GL_UNSIGNED_INT respectively // IGL_INLINE void create_mesh_vbo( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, GLuint & V_vbo_id, GLuint & F_vbo_id); // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3 eigne Matrix of face (triangle) indices // N #V by 3 eigen Matrix of mesh vertex 3D normals // Outputs: // V_vbo_id buffer id for vertex positions // F_vbo_id buffer id for face indices // N_vbo_id buffer id for vertex positions IGL_INLINE void create_mesh_vbo( const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const Eigen::MatrixXd & N, GLuint & V_vbo_id, GLuint & F_vbo_id, GLuint & N_vbo_id); } #ifdef IGL_HEADER_ONLY # include "create_mesh_vbo.cpp" #endif #endif