Add IMeshBufffer::clone for buffer copies, use it in CMeshManipulator::createMeshCopy

CMeshManipulator::createMeshCopy creates new meshes which have copies of the actual meshbuffers instead of copying everything into SMeshBuffers (which didn't support 32 bit or any of the other special features).



git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6335 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2022-04-14 16:54:06 +00:00
parent 8447d3f531
commit c5b349ddb0
11 changed files with 151 additions and 71 deletions

View File

@ -18,17 +18,27 @@ namespace scene
class IVertexBuffer : public virtual IReferenceCounted
{
public:
//! Pointer to first element of vertex data
virtual void* getData() =0;
virtual video::E_VERTEX_TYPE getType() const =0;
virtual void setType(video::E_VERTEX_TYPE vertexType) =0;
//! Number of bytes per element
virtual u32 stride() const =0;
//! Number of elements
virtual u32 size() const =0;
//! Add vertex to end. Note that depending on vertex type this will be one of the types derived from video::S3DVertex.
virtual void push_back(const video::S3DVertex &element) =0;
virtual video::S3DVertex& operator [](const u32 index) const =0;
virtual video::S3DVertex& getLast() =0;
virtual void set_used(u32 usedNow) =0;
virtual void reallocate(u32 new_size) =0;
virtual u32 allocated_size() const =0;
//! Same as getData() - not sure why we got 2, should probably deprecate (and we don't always have video::S3DVertex*, so just confusing)
virtual video::S3DVertex* pointer() =0;
//! get the current hardware mapping hint