<html> <head> <link rel="stylesheet" href="page.css" type="text/css"> <title>fox-toolkit.org - Documentation</title> </head> <body bgcolor=#ffffff link=#990033 vlink=#990033 alink=#990033 text=#000000> <font face='verdana,sans-serif' size=2 > <!---- TOPIC TITLE WITH LOGO---> <table border=0 cellpadding= cellspacing=2 width=100% ><tr><td><a href='http://www.fox-toolkit.org/doc.html'><img src='../art/foxlogo_small.jpg' border=0></a></td><td width=100% valign=bottom><font face='verdana,sans-serif' size=2 ><b> <a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="functions.html">Compound Members</a> <br><img src='../art/line.gif' width=100% height=1></b></font></td></tr></table> <p> <!--- TOPIC TITLE WITH LOGO ---> <!-- Generated by Doxygen 1.3.3 --> <h1>FX::FXGLTriangleMesh Class Reference</h1>OpenGL Triangle Mesh Object. <a href="#_details">More...</a> <p> <code>#include <<a class="el" href="FXGLTriangleMesh_8h-source.html">FXGLTriangleMesh.h</a>></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> </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> </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 &mtl)</td></tr> <tr><td class="memItemLeft" nowrap align=right valign=top> </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> &orig)</td></tr> <tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="classFX_1_1FXGLObject.html">FXGLObject</a> * </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 </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 </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 </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 * </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 </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 * </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 </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 * </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 </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 * </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 </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> &store) const</td></tr> <tr><td class="memItemLeft" nowrap align=right valign=top>virtual void </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> &store)</td></tr> <tr><td class="memItemLeft" nowrap align=right valign=top>virtual </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 & Destructor Documentation</h2> <a name="a0" doxytag="FX::FXGLTriangleMesh::FXGLTriangleMesh"></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"> FX::FXGLTriangleMesh::FXGLTriangleMesh </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">FXfloat </td> <td class="mdname" nowrap> <em>x</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat </td> <td class="mdname" nowrap> <em>y</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat </td> <td class="mdname" nowrap> <em>z</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXint </td> <td class="mdname" nowrap> <em>nv</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>v</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>n</em> = NULL, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>c</em> = NULL, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>t</em> = NULL</td> </tr> <tr> <td></td> <td class="md">) </td> <td class="md" colspan="2"></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </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"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> FX::FXGLTriangleMesh::FXGLTriangleMesh </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">FXfloat </td> <td class="mdname" nowrap> <em>x</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat </td> <td class="mdname" nowrap> <em>y</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat </td> <td class="mdname" nowrap> <em>z</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXint </td> <td class="mdname" nowrap> <em>nv</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>v</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>n</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>c</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>FXfloat * </td> <td class="mdname" nowrap> <em>t</em>, </td> </tr> <tr> <td></td> <td></td> <td class="md" nowrap>const FXMaterial & </td> <td class="mdname" nowrap> <em>mtl</em></td> </tr> <tr> <td></td> <td class="md">) </td> <td class="md" colspan="2"></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </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> <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"> FX::FXGLTriangleMesh::FXGLTriangleMesh </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">const <a class="el" href="classFX_1_1FXGLTriangleMesh.html">FXGLTriangleMesh</a> & </td> <td class="mdname1" valign="top" nowrap> <em>orig</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Copy constructor. <p> </td> </tr> </table> <a name="a16" doxytag="FX::FXGLTriangleMesh::~FXGLTriangleMesh"></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 FX::FXGLTriangleMesh::~<a class="el" href="classFX_1_1FXGLTriangleMesh.html">FXGLTriangleMesh</a> </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap><code> [virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Destructor. <p> </td> </tr> </table> <hr><h2>Member Function Documentation</h2> <a name="a3" doxytag="FX::FXGLTriangleMesh::copy"></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 <a class="el" href="classFX_1_1FXGLObject.html">FXGLObject</a>* FX::FXGLTriangleMesh::copy </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap><code> [virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </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"> <tr> <td class="mdRow"> <table cellpadding="0" cellspacing="0" border="0"> <tr> <td class="md" nowrap valign="top"> void FX::FXGLTriangleMesh::setVertexNumber </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">FXint </td> <td class="mdname1" valign="top" nowrap> <em>nvertices</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap><code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Change number of vertices. <p> </td> </tr> </table> <a name="a5" doxytag="FX::FXGLTriangleMesh::getVertexNumber"></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"> FXint FX::FXGLTriangleMesh::getVertexNumber </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap> const<code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Get number of vertices. <p> </td> </tr> </table> <a name="a6" doxytag="FX::FXGLTriangleMesh::setVertexBuffer"></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"> void FX::FXGLTriangleMesh::setVertexBuffer </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">FXfloat * </td> <td class="mdname1" valign="top" nowrap> <em>vertices</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Set vertex buffer. <p> </td> </tr> </table> <a name="a7" doxytag="FX::FXGLTriangleMesh::getVertexBuffer"></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::getVertexBuffer </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap> const<code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Get vertex buffer. <p> </td> </tr> </table> <a name="a8" doxytag="FX::FXGLTriangleMesh::setColorBuffer"></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"> void FX::FXGLTriangleMesh::setColorBuffer </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">FXfloat * </td> <td class="mdname1" valign="top" nowrap> <em>colors</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap><code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Set color buffer. <p> </td> </tr> </table> <a name="a9" doxytag="FX::FXGLTriangleMesh::getColorBuffer"></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::getColorBuffer </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap> const<code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Get color buffer. <p> </td> </tr> </table> <a name="a10" doxytag="FX::FXGLTriangleMesh::setNormalBuffer"></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"> void FX::FXGLTriangleMesh::setNormalBuffer </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">FXfloat * </td> <td class="mdname1" valign="top" nowrap> <em>normals</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap><code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Set normals buffer. <p> </td> </tr> </table> <a name="a11" doxytag="FX::FXGLTriangleMesh::getNormalBuffer"></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::getNormalBuffer </td> <td class="md" valign="top">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap> const<code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </td> <td> <p> Get normals buffer. <p> </td> </tr> </table> <a name="a12" doxytag="FX::FXGLTriangleMesh::setTextureCoordBuffer"></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"> void FX::FXGLTriangleMesh::setTextureCoordBuffer </td> <td class="md" valign="top">( </td> <td class="md" nowrap valign="top">FXfloat * </td> <td class="mdname1" valign="top" nowrap> <em>textures</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap><code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </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">( </td> <td class="mdname1" valign="top" nowrap> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap> const<code> [inline]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </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">( </td> <td class="md" nowrap valign="top"><a class="el" href="classFX_1_1FXStream.html">FXStream</a> & </td> <td class="mdname1" valign="top" nowrap> <em>store</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap> const<code> [virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </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">( </td> <td class="md" nowrap valign="top"><a class="el" href="classFX_1_1FXStream.html">FXStream</a> & </td> <td class="mdname1" valign="top" nowrap> <em>store</em> </td> <td class="md" valign="top"> ) </td> <td class="md" nowrap><code> [virtual]</code></td> </tr> </table> </td> </tr> </table> <table cellspacing=5 cellpadding=0 border=0> <tr> <td> </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> <!--- COPYRIGHT --> <p> <table width=100% cellpadding=0 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