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<h1>FX::FXGLTriangleMesh Class Reference</h1>OpenGL Triangle Mesh Object.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="FXGLTriangleMesh_8h-source.html">FXGLTriangleMesh.h</a>&gt;</code>
<p>
<p>Inheritance diagram for FX::FXGLTriangleMesh:
<p><center><img src="classFX_1_1FXGLTriangleMesh.png" usemap="#FX::FXGLTriangleMesh_map" border="0" alt=""></center>
<map name="FX::FXGLTriangleMesh_map">
<area href="classFX_1_1FXGLShape.html" alt="FX::FXGLShape" shape="rect" coords="0,112,145,136">
<area href="classFX_1_1FXGLObject.html" alt="FX::FXGLObject" shape="rect" coords="0,56,145,80">
<area href="classFX_1_1FXObject.html" alt="FX::FXObject" shape="rect" coords="0,0,145,24">
</map>
<a href="classFX_1_1FXGLTriangleMesh-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a0">FXGLTriangleMesh</a> (FXfloat x, FXfloat y, FXfloat z, FXint nv, FXfloat *v, FXfloat *n=NULL, FXfloat *c=NULL, FXfloat *t=NULL)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a1">FXGLTriangleMesh</a> (FXfloat x, FXfloat y, FXfloat z, FXint nv, FXfloat *v, FXfloat *n, FXfloat *c, FXfloat *t, const FXMaterial &amp;mtl)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a2">FXGLTriangleMesh</a> (const <a class="el" href="classFX_1_1FXGLTriangleMesh.html">FXGLTriangleMesh</a> &amp;orig)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="classFX_1_1FXGLObject.html">FXGLObject</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a3">copy</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a4">setVertexNumber</a> (FXint nvertices)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>FXint&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a5">getVertexNumber</a> () const</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a6">setVertexBuffer</a> (FXfloat *vertices)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>FXfloat *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a7">getVertexBuffer</a> () const</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a8">setColorBuffer</a> (FXfloat *colors)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>FXfloat *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a9">getColorBuffer</a> () const</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a10">setNormalBuffer</a> (FXfloat *normals)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>FXfloat *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a11">getNormalBuffer</a> () const</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a12">setTextureCoordBuffer</a> (FXfloat *textures)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>FXfloat *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a13">getTextureCoordBuffer</a> () const</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a14">save</a> (<a class="el" href="classFX_1_1FXStream.html">FXStream</a> &amp;store) const</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a15">load</a> (<a class="el" href="classFX_1_1FXStream.html">FXStream</a> &amp;store)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>virtual&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classFX_1_1FXGLTriangleMesh.html#a16">~FXGLTriangleMesh</a> ()</td></tr>

</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
OpenGL Triangle Mesh Object. 
<p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a name="a0" doxytag="FX::FXGLTriangleMesh::FXGLTriangleMesh"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> FX::FXGLTriangleMesh::FXGLTriangleMesh </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FXfloat&nbsp;</td>
          <td class="mdname" nowrap> <em>x</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat&nbsp;</td>
          <td class="mdname" nowrap> <em>y</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat&nbsp;</td>
          <td class="mdname" nowrap> <em>z</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXint&nbsp;</td>
          <td class="mdname" nowrap> <em>nv</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>v</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>n</em> = NULL, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>c</em> = NULL, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>t</em> = NULL</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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    <td>
      &nbsp;
    </td>
    <td>

<p>
Construct triangle mesh with nv vertices, and optional normals, colors, and texture coordinates. 
<p>
    </td>
  </tr>
</table>
<a name="a1" doxytag="FX::FXGLTriangleMesh::FXGLTriangleMesh"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> FX::FXGLTriangleMesh::FXGLTriangleMesh </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FXfloat&nbsp;</td>
          <td class="mdname" nowrap> <em>x</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat&nbsp;</td>
          <td class="mdname" nowrap> <em>y</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat&nbsp;</td>
          <td class="mdname" nowrap> <em>z</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXint&nbsp;</td>
          <td class="mdname" nowrap> <em>nv</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>v</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>n</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>c</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>FXfloat *&nbsp;</td>
          <td class="mdname" nowrap> <em>t</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>const FXMaterial &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>mtl</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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    </td>
  </tr>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Construct triangle mesh with nv vertices, and optional normals, colors, and texture coordinates, and surface material. 
<p>
    </td>
  </tr>
</table>
<a name="a2" doxytag="FX::FXGLTriangleMesh::FXGLTriangleMesh"></a><p>
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          <td class="md" nowrap valign="top"> FX::FXGLTriangleMesh::FXGLTriangleMesh </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classFX_1_1FXGLTriangleMesh.html">FXGLTriangleMesh</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>orig</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
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      &nbsp;
    </td>
    <td>

<p>
Copy constructor. 
<p>
    </td>
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<a name="a16" doxytag="FX::FXGLTriangleMesh::~FXGLTriangleMesh"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> virtual FX::FXGLTriangleMesh::~<a class="el" href="classFX_1_1FXGLTriangleMesh.html">FXGLTriangleMesh</a> </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

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    <td>
      &nbsp;
    </td>
    <td>

<p>
Destructor. 
<p>
    </td>
  </tr>
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<hr><h2>Member Function Documentation</h2>
<a name="a3" doxytag="FX::FXGLTriangleMesh::copy"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> virtual <a class="el" href="classFX_1_1FXGLObject.html">FXGLObject</a>* FX::FXGLTriangleMesh::copy </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

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    </td>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Copy this object. 
<p>

<p>
Reimplemented from <a class="el" href="classFX_1_1FXGLShape.html#a6">FX::FXGLShape</a>.    </td>
  </tr>
</table>
<a name="a4" doxytag="FX::FXGLTriangleMesh::setVertexNumber"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> void FX::FXGLTriangleMesh::setVertexNumber </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FXint&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>nvertices</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
        </tr>

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    </td>
  </tr>
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<table cellspacing=5 cellpadding=0 border=0>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Change number of vertices. 
<p>
    </td>
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<a name="a5" doxytag="FX::FXGLTriangleMesh::getVertexNumber"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> FXint FX::FXGLTriangleMesh::getVertexNumber </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
        </tr>

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    </td>
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      &nbsp;
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<p>
Get number of vertices. 
<p>
    </td>
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<a name="a6" doxytag="FX::FXGLTriangleMesh::setVertexBuffer"></a><p>
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          <td class="md" nowrap valign="top"> void FX::FXGLTriangleMesh::setVertexBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FXfloat *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>vertices</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
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      &nbsp;
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<p>
Set vertex buffer. 
<p>
    </td>
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<a name="a7" doxytag="FX::FXGLTriangleMesh::getVertexBuffer"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> FXfloat* FX::FXGLTriangleMesh::getVertexBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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    </td>
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<p>
Get vertex buffer. 
<p>
    </td>
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<a name="a8" doxytag="FX::FXGLTriangleMesh::setColorBuffer"></a><p>
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          <td class="md" nowrap valign="top"> void FX::FXGLTriangleMesh::setColorBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FXfloat *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>colors</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
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<p>
Set color buffer. 
<p>
    </td>
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<a name="a9" doxytag="FX::FXGLTriangleMesh::getColorBuffer"></a><p>
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          <td class="md" nowrap valign="top"> FXfloat* FX::FXGLTriangleMesh::getColorBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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      &nbsp;
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<p>
Get color buffer. 
<p>
    </td>
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<a name="a10" doxytag="FX::FXGLTriangleMesh::setNormalBuffer"></a><p>
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          <td class="md" nowrap valign="top"> void FX::FXGLTriangleMesh::setNormalBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FXfloat *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>normals</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
        </tr>

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      &nbsp;
    </td>
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<p>
Set normals buffer. 
<p>
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<a name="a11" doxytag="FX::FXGLTriangleMesh::getNormalBuffer"></a><p>
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          <td class="md" nowrap valign="top"> FXfloat* FX::FXGLTriangleMesh::getNormalBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
        </tr>

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    </td>
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<table cellspacing=5 cellpadding=0 border=0>
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    <td>
      &nbsp;
    </td>
    <td>

<p>
Get normals buffer. 
<p>
    </td>
  </tr>
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<a name="a12" doxytag="FX::FXGLTriangleMesh::setTextureCoordBuffer"></a><p>
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          <td class="md" nowrap valign="top"> void FX::FXGLTriangleMesh::setTextureCoordBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FXfloat *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>textures</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Set texture coordinate buffer. 
<p>
    </td>
  </tr>
</table>
<a name="a13" doxytag="FX::FXGLTriangleMesh::getTextureCoordBuffer"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> FXfloat* FX::FXGLTriangleMesh::getTextureCoordBuffer </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get texture coordinate buffer. 
<p>
    </td>
  </tr>
</table>
<a name="a14" doxytag="FX::FXGLTriangleMesh::save"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void FX::FXGLTriangleMesh::save </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classFX_1_1FXStream.html">FXStream</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>store</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Save to a stream. 
<p>

<p>
Reimplemented from <a class="el" href="classFX_1_1FXGLShape.html#a14">FX::FXGLShape</a>.    </td>
  </tr>
</table>
<a name="a15" doxytag="FX::FXGLTriangleMesh::load"></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void FX::FXGLTriangleMesh::load </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="classFX_1_1FXStream.html">FXStream</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>store</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Load from a stream. 
<p>

<p>
Reimplemented from <a class="el" href="classFX_1_1FXGLShape.html#a15">FX::FXGLShape</a>.    </td>
  </tr>
</table>
</font>

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