New GenMeshCustom, UpdateMesh and lightmap example.
This commit is contained in:
447
src/models.c
447
src/models.c
@@ -106,6 +106,20 @@ static bool validAnimation( size_t id ) {
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}
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}
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static int newMesh() {
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int i = 0;
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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checkMeshRealloc( i );
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return i;
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}
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/*
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## Models - Basic
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*/
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@@ -683,14 +697,8 @@ int lmodelsGenMeshPoly( lua_State *L ) {
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}
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float radius = lua_tonumber( L, -1 );
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int sides = lua_tointeger( L, -2 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshPoly( sides, radius );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -716,14 +724,8 @@ int lmodelsGenMeshPlane( lua_State *L ) {
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int resX = lua_tointeger( L, -2 );
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float length = lua_tonumber( L, -3 );
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float width = lua_tonumber( L, -4 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshPlane( width, length, resX, resZ );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -746,14 +748,8 @@ int lmodelsGenMeshCube( lua_State *L ) {
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return 1;
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}
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Vector3 size = uluaGetVector3( L );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshCube( size.x, size.y, size.z );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -778,14 +774,8 @@ int lmodelsGenMeshSphere( lua_State *L ) {
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int slices = lua_tointeger( L, -1 );
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int rings = lua_tointeger( L, -2 );
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float radius = lua_tonumber( L, -3 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshSphere( radius, rings, slices );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -810,14 +800,8 @@ int lmodelsGenMeshCylinder( lua_State *L ) {
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int slices = lua_tointeger( L, -1 );
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float height = lua_tonumber( L, -2 );
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float radius = lua_tonumber( L, -3 );
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int i = 0;
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int i = newMesh();
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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*state->meshes[i] = GenMeshCylinder( radius, height, slices);
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -842,14 +826,8 @@ int lmodelsGenMeshCone( lua_State *L ) {
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int slices = lua_tointeger( L, -1 );
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float height = lua_tonumber( L, -2 );
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float radius = lua_tonumber( L, -3 );
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int i = 0;
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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int i = newMesh();
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*state->meshes[i] = GenMeshCone( radius, height, slices);
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -875,14 +853,8 @@ int lmodelsGenMeshTorus( lua_State *L ) {
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int radSeg = lua_tointeger( L, -2 );
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float size = lua_tonumber( L, -3 );
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float radius = lua_tonumber( L, -4 );
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int i = 0;
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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int i = newMesh();
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*state->meshes[i] = GenMeshTorus( radius, size, radSeg, sides );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -908,14 +880,8 @@ int lmodelsGenMeshKnot( lua_State *L ) {
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int radSeg = lua_tointeger( L, -2 );
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float size = lua_tonumber( L, -3 );
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float radius = lua_tonumber( L, -4 );
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int i = 0;
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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int i = newMesh();
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*state->meshes[i] = GenMeshKnot( radius, size, radSeg, sides );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -945,16 +911,9 @@ int lmodelsGenMeshHeightmap( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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Image *heightmap = state->images[ imageId ];
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int i = 0;
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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int i = newMesh();
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*state->meshes[i] = GenMeshHeightmap( *heightmap, size );
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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@@ -963,100 +922,306 @@ int lmodelsGenMeshHeightmap( lua_State *L ) {
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}
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/*
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> mesh = RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )
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> mesh = RL_GenMeshCustom( Mesh{}, bool dynamic )
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Generate custom mesh
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Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
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- Failure return -1
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- Success return int
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*/
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int lmodelsGenMeshCustom( lua_State *L ) {
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if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )" );
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if ( !lua_istable( L, -2 ) || !lua_isboolean( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCustom( Mesh{}, bool dynamic )" );
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lua_pushinteger( L, -1 );
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return 1;
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}
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Mesh mesh = { 0 };
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size_t len = uluaGetTableLen( L );
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mesh.vertexCount = len * 3;
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mesh.triangleCount = len;
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mesh.vertices = (float*)MemAlloc( mesh.vertexCount * 3 * sizeof(float) );
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mesh.texcoords = (float*)MemAlloc( mesh.vertexCount * 2 * sizeof(float) );
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mesh.normals = (float*)MemAlloc( mesh.vertexCount * 3 * sizeof(float) );
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mesh.colors = (unsigned char*)MemAlloc( mesh.vertexCount * 4 * sizeof(unsigned char) );
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/* Normals. */
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int t = lua_gettop( L ), i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_istable( L, -1 ) ) {
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Vector3 vec = uluaGetVector3( L );
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mesh.normals[(i*3)+0] = vec.x;
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mesh.normals[(i*3)+1] = vec.y;
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mesh.normals[(i*3)+2] = vec.z;
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}
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i++;
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lua_pop( L, 1 );
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}
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bool dynamic = lua_toboolean( L, -1 );
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lua_pop( L, 1 );
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/* TexCoords. */
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t = lua_gettop( L );
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i = 0;
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lua_pushnil( L );
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int t = lua_gettop( L );
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_istable( L, -1 ) ) {
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Vector2 vec = uluaGetVector2( L );
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mesh.texcoords[(i*2)+0] = vec.x;
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mesh.texcoords[(i*2)+1] = vec.y;
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}
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i++;
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lua_pop( L, 1 );
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}
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lua_pop( L, 1 );
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if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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/* Vertices. */
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mesh.vertexCount = len;
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mesh.triangleCount = len / 3;
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mesh.vertices = (float*)MemAlloc( len * 3 * sizeof(float) );
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t = lua_gettop( L );
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i = 0;
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lua_pushnil( L );
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_istable( L, -1 ) ) {
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Vector3 vec = uluaGetVector3( L );
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mesh.vertices[(i*3)+0] = vec.x;
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mesh.vertices[(i*3)+1] = vec.y;
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mesh.vertices[(i*3)+2] = vec.z;
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while ( lua_next( L, t2 ) != 0 ) {
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Vector3 vec = uluaGetVector3( L );
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mesh.colors[(i*4)+0] = (unsigned char)255;
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mesh.colors[(i*4)+1] = (unsigned char)255;
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mesh.colors[(i*4)+2] = (unsigned char)255;
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mesh.colors[(i*4)+3] = (unsigned char)255;
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}
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i++;
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lua_pop( L, 1 );
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}
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lua_pop( L, 1 );
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UploadMesh( &mesh, false );
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int j = 0;
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for ( j = 0; j < state->meshCount; j++ ) {
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if ( state->meshes[j] == NULL ) {
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break;
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mesh.vertices[(i*3)+0] = vec.x;
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mesh.vertices[(i*3)+1] = vec.y;
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mesh.vertices[(i*3)+2] = vec.z;
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i++;
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lua_pop( L, 1 );
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}
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}
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else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) );
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector2 vec = uluaGetVector2( L );
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mesh.texcoords[(i*2)+0] = vec.x;
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mesh.texcoords[(i*2)+1] = vec.y;
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i++;
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lua_pop( L, 1 );
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}
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}
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else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) );
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector2 vec = uluaGetVector2( L );
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mesh.texcoords2[(i*2)+0] = vec.x;
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mesh.texcoords2[(i*2)+1] = vec.y;
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i++;
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lua_pop( L, 1 );
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}
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}
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else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) );
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector3 vec = uluaGetVector3( L );
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mesh.normals[(i*3)+0] = vec.x;
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mesh.normals[(i*3)+1] = vec.y;
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mesh.normals[(i*3)+2] = vec.z;
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i++;
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lua_pop( L, 1 );
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}
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}
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else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) );
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector4 vec = uluaGetVector4( L );
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mesh.tangents[(i*4)+0] = vec.x;
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mesh.tangents[(i*4)+1] = vec.y;
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mesh.tangents[(i*4)+2] = vec.z;
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mesh.tangents[(i*4)+3] = vec.w;
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i++;
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lua_pop( L, 1 );
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}
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}
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else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) );
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Color color = uluaGetColor( L );
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mesh.colors[(i*4)+0] = color.r;
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mesh.colors[(i*4)+1] = color.g;
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mesh.colors[(i*4)+2] = color.b;
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mesh.colors[(i*4)+3] = color.a;
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i++;
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lua_pop( L, 1 );
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}
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}
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else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) );
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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mesh.indices[i] = (unsigned short)lua_tointeger( L, -1 );
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i++;
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lua_pop( L, 1 );
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}
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}
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lua_pop( L, 1 );
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}
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state->meshes[j] = malloc( sizeof( Mesh ) );
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*state->meshes[j] = mesh;
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lua_pushinteger( L, j );
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checkMeshRealloc( j );
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UploadMesh( &mesh, dynamic );
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int i = newMesh();
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*state->meshes[i] = mesh;
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lua_pushinteger( L, i );
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checkMeshRealloc( i );
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return 1;
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}
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/*
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> success = RL_UpdateMesh( Mesh{} )
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Update mesh vertex data in GPU. ( Mainly intented to be used with custom meshes )
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- Failure return false
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- Success return true
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*/
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int lmodelsUpdateMesh( lua_State *L ) {
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if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UpdateMesh( Mesh{} )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t meshId = lua_tointeger( L, -1 );
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if ( !validMesh( meshId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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Mesh *mesh = state->meshes[ meshId ];
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int t = lua_gettop( L );
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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Vector3 data[ len ];
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int t2 = lua_gettop( L );
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int i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) {
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data[i] = uluaGetVector3( L );
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i++;
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lua_pop( L, 1 );
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}
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UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 );
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}
|
||||
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
Vector2 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
int i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector2( L );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
Vector2 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
int i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector2( L );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
Vector3 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
int i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector3( L );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
Vector4 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
int i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector4( L );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
Color data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
int i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetColor( L );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof(unsigned char), 0 );
|
||||
}
|
||||
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
unsigned short data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
int i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = (unsigned short)lua_tointeger( L, -1 );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 6, (void*)data, len * sizeof(unsigned short), 0 );
|
||||
}
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user