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virtual void StridingMeshInterface::getLockedVertexIndexBase ( unsigned char **  vertexbase,
int &  numverts,
PHY_ScalarType &  type,
int &  stride,
unsigned char **  indexbase,
int &  indexstride,
int &  numfaces,
PHY_ScalarType &  indicestype,
int  subpart = 0 
) [pure virtual]

get read and write access to a subpart of a triangle mesh this subpart has a continuous array of vertices and indices in this way the mesh can be handled as chunks of memory with striding very similar to OpenGL vertexarray support make a call to unLockVertexBase when the read and write access is finished

Implemented in TriangleMesh.

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