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| namespace igl | |
| { | |
| namespace opengl | |
| { | |
| // Create a GL_VERTEX_ARRAY for a given mesh (V,F) | |
| // | |
| // Inputs: | |
| // V #V by dim list of mesh vertex positions | |
| // F #F by 3 list of mesh triangle indices into V | |
| // Outputs: | |
| // va_id id of vertex array | |
| // ab_id id of array buffer (vertex buffer object) | |
| // eab_id id of element array buffer (element/face buffer object) | |
| // | |
| template < | |
| typename DerivedV, | |
| typename DerivedF> | |
| IGL_INLINE void vertex_array( | |
| // Note: Unlike most libigl functions, the **input** Eigen matrices must | |
| // be `Eigen::PlainObjectBase` because we want to directly access it's | |
| // underlying storage. It cannot be `Eigen::MatrixBase` (see | |
| // http://stackoverflow.com/questions/25094948/) | |
| const Eigen::PlainObjectBase<DerivedV> & V, | |
| const Eigen::PlainObjectBase<DerivedF> & F, | |
| GLuint & va_id, | |
| GLuint & ab_id, | |
| GLuint & eab_id); | |
| } | |
| } | |