The Socrates Gameboy Advance Development Engine
The SGADE is a development library for the Nintendo Gameboy
Advance. It's free for all uses and is distributed without guarantees.
For more information visit
the SGADE page.
#include <SoMesh.h>
Data Fields | |
| u32 | m_NumVertices |
| Number of vertices in the mesh. | |
| SoPolygon * | m_Polygons |
| Array of polygons in the mesh. | |
| u32 | m_NumPolygons |
| Number of polygons in the mesh. | |
| SoImage * | m_Texture |
| Pointer to texture. Null if the mesh has no texture. | |
| SoTransform | m_Transform |
| Current transform of the mesh. | |
| SoVector3 * | m_Vertices |
| Array of vertices in the mesh. | |
Defines a mesh that can be given to a SoCamera instance for rendering. Check the attributes and the methods for more information. However, these attributes are private. Under normal circumstances you'll only need the SoMesh methods.
See the SoMesh module for more information.
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Number of polygons in the mesh.
For internal use only.
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Number of vertices in the mesh.
For internal use only.
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Array of polygons in the mesh.
For internal use only.
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Pointer to texture. Null if the mesh has no texture.
For internal use only.
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Current transform of the mesh.
For internal use only.
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Array of vertices in the mesh.
For internal use only.
Yes, I know I'm using SoVector3 to represent vertices. If you have a problem with that, email me and we'll sort it out, :) hehe. Mathematical correctness is only so good as long as it's usefull. Use the following code if you really want it the mathematically correct way. typedef SoVertex SoVector3; |