# Coordinates on the texture per vertex
var texture_coords = new Array[Float] is lazy, writable
+ # `GLDrawMode` used to display this mesh, defaults to `gl_TRIANGLES`
+ fun draw_mode: GLDrawMode do return gl_TRIANGLES
+
# Create an UV sphere of `radius` with `n_meridians` and `n_parallels`
init uv_sphere(radius: Float, n_meridians, n_parallels: Int)
do
# Execute draw
if mesh.indices.is_empty then
- glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+ glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
else
- glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+ glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
end
end
program.camera.uniform(app.world_camera.position.x, app.world_camera.position.y, app.world_camera.position.z)
if mesh.indices.is_empty then
- glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+ glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
else
- glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+ glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
end
end
program.normal.array(mesh.normals, 3)
if mesh.indices.is_empty then
- glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+ glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
else
- glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+ glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
end
end