<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>glbuffers.h Example File | Qt Widgets 5.12.2</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.12</td><td ><a href="qtwidgets-index.html">Qt Widgets</a></td><td ><a href="qtwidgets-graphicsview-boxes-example.html">Boxes</a></td><td >glbuffers.h Example File</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right"><a href="qtwidgets-index.html">Qt 5.12.2 Reference Documentation</a></td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">glbuffers.h Example File</h1> <span class="subtitle">graphicsview/boxes/glbuffers.h</span> <!-- $$$graphicsview/boxes/glbuffers.h-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="preprocessor">#ifndef GLBUFFERS_H</span> <span class="preprocessor">#define GLBUFFERS_H</span> <span class="comment">//#include <GL/glew.h></span> <span class="preprocessor">#include "glextensions.h"</span> <span class="preprocessor">#include <QtWidgets></span> <span class="preprocessor">#include <QtOpenGL></span> <span class="preprocessor">#define BUFFER_OFFSET(i) ((char*)0 + (i))</span> <span class="preprocessor">#define SIZE_OF_MEMBER(cls, member) sizeof(static_cast<cls *>(0)->member)</span> <span class="preprocessor">#define GLBUFFERS_ASSERT_OPENGL(prefix, assertion, returnStatement) \ if (m_failed || !(assertion)) { \ if (!m_failed) qCritical(prefix ": The necessary OpenGL functions are not available."); \ m_failed = true; \ returnStatement; \ }</span> <span class="type">void</span> qgluPerspective(GLdouble fovy<span class="operator">,</span> GLdouble aspect<span class="operator">,</span> GLdouble zNear<span class="operator">,</span> GLdouble zFar); <span class="keyword">class</span> QMatrix4x4; <span class="keyword">class</span> GLTexture { <span class="keyword">public</span>: GLTexture(); <span class="keyword">virtual</span> <span class="operator">~</span>GLTexture(); <span class="keyword">virtual</span> <span class="type">void</span> bind() <span class="operator">=</span> <span class="number">0</span>; <span class="keyword">virtual</span> <span class="type">void</span> unbind() <span class="operator">=</span> <span class="number">0</span>; <span class="keyword">virtual</span> bool failed() <span class="keyword">const</span> {<span class="keyword">return</span> m_failed;} <span class="keyword">protected</span>: GLuint m_texture; bool m_failed; }; <span class="keyword">class</span> GLFrameBufferObject { <span class="keyword">public</span>: <span class="keyword">friend</span> <span class="keyword">class</span> GLRenderTargetCube; <span class="comment">// friend class GLRenderTarget2D;</span> GLFrameBufferObject(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height); <span class="keyword">virtual</span> <span class="operator">~</span>GLFrameBufferObject(); bool isComplete(); <span class="keyword">virtual</span> bool failed() <span class="keyword">const</span> {<span class="keyword">return</span> m_failed;} <span class="keyword">protected</span>: <span class="type">void</span> setAsRenderTarget(bool state <span class="operator">=</span> <span class="keyword">true</span>); GLuint m_fbo; GLuint m_depthBuffer; <span class="type">int</span> m_width<span class="operator">,</span> m_height; bool m_failed; }; <span class="keyword">class</span> GLTexture2D : <span class="keyword">public</span> GLTexture { <span class="keyword">public</span>: GLTexture2D(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height); <span class="keyword">explicit</span> GLTexture2D(<span class="keyword">const</span> <span class="type"><a href="../qtcore/qstring.html">QString</a></span><span class="operator">&</span> fileName<span class="operator">,</span> <span class="type">int</span> width <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="type">int</span> height <span class="operator">=</span> <span class="number">0</span>); <span class="type">void</span> load(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type"><a href="../qtgui/qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data); <span class="type">void</span> bind() override; <span class="type">void</span> unbind() override; }; <span class="keyword">class</span> GLTexture3D : <span class="keyword">public</span> GLTexture { <span class="keyword">public</span>: GLTexture3D(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type">int</span> depth); <span class="comment">// TODO: Implement function below</span> <span class="comment">//GLTexture3D(const QString& fileName, int width = 0, int height = 0);</span> <span class="type">void</span> load(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height<span class="operator">,</span> <span class="type">int</span> depth<span class="operator">,</span> <span class="type"><a href="../qtgui/qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data); <span class="type">void</span> bind() override; <span class="type">void</span> unbind() override; }; <span class="keyword">class</span> GLTextureCube : <span class="keyword">public</span> GLTexture { <span class="keyword">public</span>: GLTextureCube(<span class="type">int</span> size); <span class="keyword">explicit</span> GLTextureCube(<span class="keyword">const</span> <span class="type"><a href="../qtcore/qstringlist.html">QStringList</a></span><span class="operator">&</span> fileNames<span class="operator">,</span> <span class="type">int</span> size <span class="operator">=</span> <span class="number">0</span>); <span class="type">void</span> load(<span class="type">int</span> size<span class="operator">,</span> <span class="type">int</span> face<span class="operator">,</span> <span class="type"><a href="../qtgui/qcolor.html#QRgb-typedef">QRgb</a></span> <span class="operator">*</span>data); <span class="type">void</span> bind() override; <span class="type">void</span> unbind() override; }; <span class="comment">// TODO: Define and implement class below</span> <span class="comment">//class GLRenderTarget2D : public GLTexture2D</span> <span class="keyword">class</span> GLRenderTargetCube : <span class="keyword">public</span> GLTextureCube { <span class="keyword">public</span>: GLRenderTargetCube(<span class="type">int</span> size); <span class="comment">// begin rendering to one of the cube's faces. 0 <= face < 6</span> <span class="type">void</span> begin(<span class="type">int</span> face); <span class="comment">// end rendering</span> <span class="type">void</span> end(); bool failed() <span class="keyword">const</span> override { <span class="keyword">return</span> m_failed <span class="operator">|</span><span class="operator">|</span> m_fbo<span class="operator">.</span>failed(); } <span class="keyword">static</span> <span class="type">void</span> getViewMatrix(QMatrix4x4<span class="operator">&</span> mat<span class="operator">,</span> <span class="type">int</span> face); <span class="keyword">static</span> <span class="type">void</span> getProjectionMatrix(QMatrix4x4<span class="operator">&</span> mat<span class="operator">,</span> <span class="type">float</span> nearZ<span class="operator">,</span> <span class="type">float</span> farZ); <span class="keyword">private</span>: GLFrameBufferObject m_fbo; }; <span class="keyword">struct</span> VertexDescription { <span class="keyword">enum</span> { Null <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="comment">// Terminates a VertexDescription array</span> Position<span class="operator">,</span> TexCoord<span class="operator">,</span> Normal<span class="operator">,</span> Color<span class="operator">,</span> }; <span class="type">int</span> field; <span class="comment">// Position, TexCoord, Normal, Color</span> <span class="type">int</span> type; <span class="comment">// GL_FLOAT, GL_UNSIGNED_BYTE</span> <span class="type">int</span> count; <span class="comment">// number of elements</span> <span class="type">int</span> offset; <span class="comment">// field's offset into vertex struct</span> <span class="type">int</span> index; <span class="comment">// 0 (unused at the moment)</span> }; <span class="comment">// Implementation of interleaved buffers.</span> <span class="comment">// 'T' is a struct which must include a null-terminated static array</span> <span class="comment">// 'VertexDescription* description'.</span> <span class="comment">// Example:</span> <span class="comment">/* struct Vertex { GLfloat position[3]; GLfloat texCoord[2]; GLfloat normal[3]; GLbyte color[4]; static VertexDescription description[]; }; VertexDescription Vertex::description[] = { {VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(Vertex, position) / sizeof(GLfloat), offsetof(Vertex, position), 0}, {VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(Vertex, texCoord) / sizeof(GLfloat), offsetof(Vertex, texCoord), 0}, {VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(Vertex, normal) / sizeof(GLfloat), offsetof(Vertex, normal), 0}, {VertexDescription::Color, GL_BYTE, SIZE_OF_MEMBER(Vertex, color) / sizeof(GLbyte), offsetof(Vertex, color), 0}, {VertexDescription::Null, 0, 0, 0, 0}, }; */</span> <span class="keyword">template</span><span class="operator"><</span><span class="keyword">class</span> T<span class="operator">></span> <span class="keyword">class</span> GLVertexBuffer { <span class="keyword">public</span>: GLVertexBuffer(<span class="type">int</span> length<span class="operator">,</span> <span class="keyword">const</span> T <span class="operator">*</span>data <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="type">int</span> mode <span class="operator">=</span> GL_STATIC_DRAW) : m_length(<span class="number">0</span>) <span class="operator">,</span> m_mode(mode) <span class="operator">,</span> m_buffer(<span class="number">0</span>) <span class="operator">,</span> m_failed(<span class="keyword">false</span>) { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::GLVertexBuffer"</span><span class="operator">,</span> glGenBuffers <span class="operator">&</span><span class="operator">&</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glBufferData<span class="operator">,</span> <span class="keyword">return</span>) glGenBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glBufferData(GL_ARRAY_BUFFER<span class="operator">,</span> (m_length <span class="operator">=</span> length) <span class="operator">*</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> data<span class="operator">,</span> mode); } <span class="operator">~</span>GLVertexBuffer() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::~GLVertexBuffer"</span><span class="operator">,</span> glDeleteBuffers<span class="operator">,</span> <span class="keyword">return</span>) glDeleteBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); } <span class="type">void</span> bind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::bind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); <span class="keyword">for</span> (VertexDescription <span class="operator">*</span>desc <span class="operator">=</span> T<span class="operator">::</span>description; desc<span class="operator">-</span><span class="operator">></span>field <span class="operator">!</span><span class="operator">=</span> VertexDescription<span class="operator">::</span>Null; <span class="operator">+</span><span class="operator">+</span>desc) { <span class="keyword">switch</span> (desc<span class="operator">-</span><span class="operator">></span>field) { <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Position: glVertexPointer(desc<span class="operator">-</span><span class="operator">></span>count<span class="operator">,</span> desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_VERTEX_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>TexCoord: glTexCoordPointer(desc<span class="operator">-</span><span class="operator">></span>count<span class="operator">,</span> desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_TEXTURE_COORD_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Normal: glNormalPointer(desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_NORMAL_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Color: glColorPointer(desc<span class="operator">-</span><span class="operator">></span>count<span class="operator">,</span> desc<span class="operator">-</span><span class="operator">></span>type<span class="operator">,</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> BUFFER_OFFSET(desc<span class="operator">-</span><span class="operator">></span>offset)); glEnableClientState(GL_COLOR_ARRAY); <span class="keyword">break</span>; <span class="keyword">default</span>: <span class="keyword">break</span>; } } } <span class="type">void</span> unbind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::unbind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> <span class="number">0</span>); <span class="keyword">for</span> (VertexDescription <span class="operator">*</span>desc <span class="operator">=</span> T<span class="operator">::</span>description; desc<span class="operator">-</span><span class="operator">></span>field <span class="operator">!</span><span class="operator">=</span> VertexDescription<span class="operator">::</span>Null; <span class="operator">+</span><span class="operator">+</span>desc) { <span class="keyword">switch</span> (desc<span class="operator">-</span><span class="operator">></span>field) { <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Position: glDisableClientState(GL_VERTEX_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>TexCoord: glDisableClientState(GL_TEXTURE_COORD_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Normal: glDisableClientState(GL_NORMAL_ARRAY); <span class="keyword">break</span>; <span class="keyword">case</span> VertexDescription<span class="operator">::</span>Color: glDisableClientState(GL_COLOR_ARRAY); <span class="keyword">break</span>; <span class="keyword">default</span>: <span class="keyword">break</span>; } } } <span class="type">int</span> length() <span class="keyword">const</span> {<span class="keyword">return</span> m_length;} T <span class="operator">*</span>lock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::lock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glMapBuffer<span class="operator">,</span> <span class="keyword">return</span> <span class="number">0</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); <span class="comment">//glBufferData(GL_ARRAY_BUFFER, m_length, NULL, m_mode);</span> GLvoid<span class="operator">*</span> buffer <span class="operator">=</span> glMapBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> GL_READ_WRITE); m_failed <span class="operator">=</span> (buffer <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>); <span class="keyword">return</span> <span class="keyword">reinterpret_cast</span><span class="operator"><</span>T <span class="operator">*</span><span class="operator">></span>(buffer); } <span class="type">void</span> unlock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLVertexBuffer::unlock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glUnmapBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glUnmapBuffer(GL_ARRAY_BUFFER); } bool failed() { <span class="keyword">return</span> m_failed; } <span class="keyword">private</span>: <span class="type">int</span> m_length<span class="operator">,</span> m_mode; GLuint m_buffer; bool m_failed; }; <span class="keyword">template</span><span class="operator"><</span><span class="keyword">class</span> T<span class="operator">></span> <span class="keyword">class</span> GLIndexBuffer { <span class="keyword">public</span>: GLIndexBuffer(<span class="type">int</span> length<span class="operator">,</span> <span class="keyword">const</span> T <span class="operator">*</span>data <span class="operator">=</span> <span class="number">0</span><span class="operator">,</span> <span class="type">int</span> mode <span class="operator">=</span> GL_STATIC_DRAW) : m_length(<span class="number">0</span>) <span class="operator">,</span> m_mode(mode) <span class="operator">,</span> m_buffer(<span class="number">0</span>) <span class="operator">,</span> m_failed(<span class="keyword">false</span>) { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::GLIndexBuffer"</span><span class="operator">,</span> glGenBuffers <span class="operator">&</span><span class="operator">&</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glBufferData<span class="operator">,</span> <span class="keyword">return</span>) glGenBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> (m_length <span class="operator">=</span> length) <span class="operator">*</span> <span class="keyword">sizeof</span>(T)<span class="operator">,</span> data<span class="operator">,</span> mode); } <span class="operator">~</span>GLIndexBuffer() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::~GLIndexBuffer"</span><span class="operator">,</span> glDeleteBuffers<span class="operator">,</span> <span class="keyword">return</span>) glDeleteBuffers(<span class="number">1</span><span class="operator">,</span> <span class="operator">&</span>m_buffer); } <span class="type">void</span> bind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::bind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); } <span class="type">void</span> unbind() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::unbind"</span><span class="operator">,</span> glBindBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> <span class="number">0</span>); } <span class="type">int</span> length() <span class="keyword">const</span> {<span class="keyword">return</span> m_length;} T <span class="operator">*</span>lock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::lock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glMapBuffer<span class="operator">,</span> <span class="keyword">return</span> <span class="number">0</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); GLvoid<span class="operator">*</span> buffer <span class="operator">=</span> glMapBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> GL_READ_WRITE); m_failed <span class="operator">=</span> (buffer <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>); <span class="keyword">return</span> <span class="keyword">reinterpret_cast</span><span class="operator"><</span>T <span class="operator">*</span><span class="operator">></span>(buffer); } <span class="type">void</span> unlock() { GLBUFFERS_ASSERT_OPENGL(<span class="string">"GLIndexBuffer::unlock"</span><span class="operator">,</span> glBindBuffer <span class="operator">&</span><span class="operator">&</span> glUnmapBuffer<span class="operator">,</span> <span class="keyword">return</span>) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER<span class="operator">,</span> m_buffer); glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); } bool failed() { <span class="keyword">return</span> m_failed; } <span class="keyword">private</span>: <span class="type">int</span> m_length<span class="operator">,</span> m_mode; GLuint m_buffer; bool m_failed; }; <span class="preprocessor">#endif</span> </pre> </div> <!-- @@@graphicsview/boxes/glbuffers.h --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br/> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br/> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>