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update bundled_deps
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61
bundled_deps/libigl/igl/opengl/create_mesh_vbo.h
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61
bundled_deps/libigl/igl/opengl/create_mesh_vbo.h
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_OPENGL_CREATE_MESH_VBO_H
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#define IGL_OPENGL_CREATE_MESH_VBO_H
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#include "../igl_inline.h"
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#include "gl.h"
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#include <Eigen/Core>
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// Create a VBO (Vertex Buffer Object) for a mesh. Actually two VBOs: one
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// GL_ARRAY_BUFFER for the vertex positions (V) and one
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// GL_ELEMENT_ARRAY_BUFFER for the triangle indices (F)
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namespace igl
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{
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namespace opengl
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{
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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// F #F by 3 eigen Matrix of face (triangle) indices
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// Outputs:
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// V_vbo_id buffer id for vertex positions
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// F_vbo_id buffer id for face indices
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//
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// NOTE: when using glDrawElements VBOs for V and F using MatrixXd and
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// MatrixXi will have types GL_DOUBLE and GL_UNSIGNED_INT respectively
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//
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IGL_INLINE void create_mesh_vbo(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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GLuint & V_vbo_id,
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GLuint & F_vbo_id);
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// Inputs:
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// V #V by 3 eigen Matrix of mesh vertex 3D positions
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// F #F by 3 eigen Matrix of face (triangle) indices
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// N #V by 3 eigen Matrix of mesh vertex 3D normals
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// Outputs:
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// V_vbo_id buffer id for vertex positions
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// F_vbo_id buffer id for face indices
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// N_vbo_id buffer id for vertex positions
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IGL_INLINE void create_mesh_vbo(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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const Eigen::MatrixXd & N,
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GLuint & V_vbo_id,
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GLuint & F_vbo_id,
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GLuint & N_vbo_id);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "create_mesh_vbo.cpp"
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#endif
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#endif
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