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https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
using only the neeeded number of vertex positions
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@@ -18,19 +18,22 @@ namespace vb01{
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Vector2 subQuadSize = Vector2(size.x / numHorQuads, size.y / numVertQuads);
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MeshData::Vertex *vertices = new MeshData::Vertex[numVerts];
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Vector3 *faceVertPos = new Vector3[6];
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Vector3 *norm = new Vector3(Vector3::VEC_J);
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for(int i = 0; i < numHorQuads; i++){
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for(int j = 0; j < numVertQuads; j++){
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int id = i * 6 * numHorQuads + j * 6;
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Vector2 offset = Vector2(subQuadSize.x, subQuadSize.y);
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Vector3 faceVertPos[]{
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1)),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * i),
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i),
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Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * (i + 1)),
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Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1))
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};
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faceVertPos[0] = Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i);
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faceVertPos[1] = Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1));
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faceVertPos[2] = Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * i);
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faceVertPos[3] = Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * i);
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faceVertPos[4] = Vector3(-.5 * size.x + offset.x * j, 0, -.5 * size.y + offset.y * (i + 1));
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faceVertPos[5] = Vector3(-.5 * size.x + offset.x * (j + 1), 0, -.5 * size.y + offset.y * (i + 1));
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Vector2 faceVertUv[]{
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Vector2(float(j) / numHorQuads, float(i) / numVertQuads),
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Vector2(float(j + 1) / numHorQuads, float(i + 1) / numVertQuads),
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@@ -48,10 +51,10 @@ namespace vb01{
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}
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MeshData::Vertex v;
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v.pos = faceVertPos[k];
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v.pos = &faceVertPos[k];
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v.uv = faceVertUv[k];
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v.tan = Vector3::VEC_I;
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v.norm = Vector3::VEC_J;
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v.norm = norm;
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v.biTan = Vector3::VEC_K;
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vertices[id + k] = v;
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}
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@@ -63,6 +66,6 @@ namespace vb01{
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for(int i = 0; i < numVerts; i++)
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indices[i] = i;
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meshBase = MeshData(vertices, indices, numTris);
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meshBase = MeshData((Vector3*)faceVertPos, nullptr, nullptr, nullptr, 6, nullptr, vertices, indices, numTris);
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}
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}
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