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class vertexStruct { public: vertexStruct(int fvf); private: int fvf; int stride(); // get Offset returns the offset in the 'struct' to this component. e.g. position or color int getOffset(int fvfComponent) { // would do math involving the fvf member here } // returns true if fvf contains fvfComponent bool contains(int fvfComponent) { return fvf&fvfComponent; } }; Then your function that builds your sphere for example: buildSphere(float* modelData, vertexStruct vs, int vertexCount) { for(int i=0; i<vertexCount; i++) { if(vs.contains(D3DFVF_POSITION)) { modelData[i*modelData.stride+getOffset(D3DFVF_POSITION)]=1.0f; // x position modelData[i*modelData.stride+getOffset(D3DFVF_POSITION)]=1.0f; // y position modelData[i*modelData.stride+getOffset(D3DFVF_POSITION)]=1.0f; // z position } } }
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