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Bit cleanup of IDynamicMeshBuffer.

No point in repeating pure virtual functions
(maybe wasn't meant to be derived from IMeshBuffer at first?)


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6356 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2022-04-22 14:22:41 +00:00
parent 5163d74e3f
commit 8a9e82fed9
3 changed files with 29 additions and 41 deletions

View File

@@ -102,6 +102,26 @@ namespace scene
}
}
//! Append the vertices and indices to the current buffer
/** Only works for compatible vertex types.
\param vertices Pointer to a vertex array.
\param numVertices Number of vertices in the array.
\param indices Pointer to index array.
\param numIndices Number of indices in array. */
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) IRR_OVERRIDE
{
// TODO
}
//! Append the meshbuffer to the current buffer
/** Only works for compatible vertex types
\param other Buffer to append to this one. */
virtual void append(const IMeshBuffer* const other) IRR_OVERRIDE
{
// TODO
}
//! Describe what kind of primitive geometry is used by the meshbuffer
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) IRR_OVERRIDE
{