1 | #include <stdio.h> |
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2 | #include <stdlib.h> |
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3 | |
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4 | #include "../include/GL/glew.h" |
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5 | |
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6 | #include "../include/buffers.h" |
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7 | #include "../include/global.h" |
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8 | |
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9 | namespace VMI |
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10 | { |
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11 | Vertex_ *buf_vertices = NULL; |
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12 | Color *buf_colors = NULL; |
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13 | |
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14 | Vertex_ *pbuf_vertices; |
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15 | Color *pbuf_colors; |
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16 | |
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17 | GLuint vertex_buf = 0, |
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18 | color_buf = 0; |
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19 | |
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20 | } |
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21 | |
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22 | using namespace VMI; |
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23 | |
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24 | void VMI::saveVertexBuffer(Change *c, VertexIL *dest) { |
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25 | int j, t, n = 0, m; |
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26 | |
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27 | // Save vertex coordinates and color for deleted triangles |
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28 | for (j=0; j<c->numDel; j++) { |
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29 | |
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30 | t = c->deleted[j].id; |
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31 | |
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32 | m = 3 * t; |
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33 | |
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34 | dest[n].x = buf_vertices[m + 0].x; |
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35 | dest[n].y = buf_vertices[m + 0].y; |
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36 | dest[n].z = buf_vertices[m + 0].z; |
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37 | dest[n].a = buf_colors[m + 0].a; |
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38 | dest[n].b = buf_colors[m + 0].b; |
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39 | dest[n].r = buf_colors[m + 0].r; |
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40 | dest[n].g = buf_colors[m + 0].g; |
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41 | n++; |
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42 | |
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43 | dest[n].x = buf_vertices[m + 1].x; |
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44 | dest[n].y = buf_vertices[m + 1].y; |
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45 | dest[n].z = buf_vertices[m + 1].z; |
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46 | dest[n].a = buf_colors[m + 1].a; |
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47 | dest[n].b = buf_colors[m + 1].b; |
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48 | dest[n].r = buf_colors[m + 1].r; |
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49 | dest[n].g = buf_colors[m + 1].g; |
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50 | n++; |
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51 | |
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52 | dest[n].x = buf_vertices[m + 2].x; |
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53 | dest[n].y = buf_vertices[m + 2].y; |
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54 | dest[n].z = buf_vertices[m + 2].z; |
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55 | dest[n].a = buf_colors[m + 2].a; |
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56 | dest[n].b = buf_colors[m + 2].b; |
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57 | dest[n].r = buf_colors[m + 2].r; |
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58 | dest[n].g = buf_colors[m + 2].g; |
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59 | n++; |
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60 | } |
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61 | // Save vertex coordinates for modified triangles |
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62 | for (j=0; j<c->numMod; j++) { |
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63 | |
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64 | t = c->modified[j].id; |
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65 | |
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66 | m = 3 * t; |
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67 | |
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68 | dest[n].x = buf_vertices[m + 0].x; |
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69 | dest[n].y = buf_vertices[m + 0].y; |
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70 | dest[n].z = buf_vertices[m + 0].z; |
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71 | n++; |
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72 | |
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73 | dest[n].x = buf_vertices[m + 1].x; |
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74 | dest[n].y = buf_vertices[m + 1].y; |
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75 | dest[n].z = buf_vertices[m + 1].z; |
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76 | n++; |
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77 | |
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78 | dest[n].x = buf_vertices[m + 2].x; |
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79 | dest[n].y = buf_vertices[m + 2].y; |
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80 | dest[n].z = buf_vertices[m + 2].z; |
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81 | n++; |
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82 | } |
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83 | } |
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84 | |
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85 | void VMI::loadVertexBuffer(VertexIL *src, Change *c) { |
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86 | int j, t, n = 0, m; |
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87 | |
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88 | // Load vertex coordinates and color for deleted triangles |
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89 | for (j=0; j<c->numDel; j++) { |
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90 | |
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91 | t = c->deleted[j].id; |
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92 | |
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93 | m = 3 * t; |
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94 | |
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95 | buf_vertices[m + 0].x = src[n].x; |
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96 | buf_vertices[m + 0].y = src[n].y; |
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97 | buf_vertices[m + 0].z = src[n].z; |
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98 | buf_colors[m + 0].a = src[n].a; |
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99 | buf_colors[m + 0].b = src[n].b; |
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100 | buf_colors[m + 0].r = src[n].r; |
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101 | buf_colors[m + 0].g = src[n].g; |
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102 | n++; |
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103 | |
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104 | buf_vertices[m + 1].x = src[n].x; |
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105 | buf_vertices[m + 1].y = src[n].y; |
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106 | buf_vertices[m + 1].z = src[n].z; |
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107 | buf_colors[m + 1].a = src[n].a; |
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108 | buf_colors[m + 1].b = src[n].b; |
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109 | buf_colors[m + 1].r = src[n].r; |
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110 | buf_colors[m + 1].g = src[n].g; |
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111 | n++; |
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112 | |
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113 | buf_vertices[m + 2].x = src[n].x; |
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114 | buf_vertices[m + 2].y = src[n].y; |
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115 | buf_vertices[m + 2].z = src[n].z; |
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116 | buf_colors[m + 2].a = src[n].a; |
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117 | buf_colors[m + 2].b = src[n].b; |
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118 | buf_colors[m + 2].r = src[n].r; |
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119 | buf_colors[m + 2].g = src[n].g; |
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120 | n++; |
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121 | } |
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122 | // Load vertex coordinates for modified triangles |
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123 | for (j=0; j<c->numMod; j++) { |
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124 | |
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125 | t = c->modified[j].id; |
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126 | |
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127 | m = 3 * t; |
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128 | |
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129 | buf_vertices[m + 0].x = src[n].x; |
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130 | buf_vertices[m + 0].y = src[n].y; |
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131 | buf_vertices[m + 0].z = src[n].z; |
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132 | n++; |
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133 | |
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134 | buf_vertices[m + 1].x = src[n].x; |
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135 | buf_vertices[m + 1].y = src[n].y; |
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136 | buf_vertices[m + 1].z = src[n].z; |
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137 | n++; |
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138 | |
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139 | buf_vertices[m + 2].x = src[n].x; |
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140 | buf_vertices[m + 2].y = src[n].y; |
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141 | buf_vertices[m + 2].z = src[n].z; |
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142 | n++; |
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143 | } |
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144 | } |
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145 | |
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146 | void VMI::setupVertexArray(Mesh *mesh, Color *colors) |
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147 | { |
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148 | int i, v1, v2, v3, n = 0; |
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149 | GLubyte r, g, b, a; |
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150 | |
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151 | if (buf_vertices != NULL) free(buf_vertices); |
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152 | if (buf_colors != NULL) free(buf_colors); |
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153 | |
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154 | buf_vertices = (Vertex_ *)malloc(mesh->numTriangles * 3 * sizeof(Vertex_)); |
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155 | |
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156 | buf_colors = (Color *)malloc(mesh->numTriangles * 3 * sizeof(Color)); |
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157 | |
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158 | if (buf_vertices == NULL) { |
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159 | fprintf(stderr, "Error allocating memory\n"); |
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160 | exit(1); |
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161 | } |
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162 | |
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163 | if (buf_colors == NULL) { |
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164 | fprintf(stderr, "Error allocating memory\n"); |
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165 | exit(1); |
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166 | } |
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167 | |
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168 | for (i=0; i<mesh->numTriangles; i++) { |
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169 | |
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170 | v1= mesh->triangles[i].indices[0]; |
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171 | v2= mesh->triangles[i].indices[1]; |
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172 | v3= mesh->triangles[i].indices[2]; |
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173 | |
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174 | if (mesh->triangles[i].enable == TRUE) { |
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175 | |
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176 | r = colors[i].r; |
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177 | g = colors[i].g; |
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178 | b = colors[i].b; |
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179 | a = colors[i].a; |
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180 | |
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181 | buf_colors[n].r = r; |
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182 | buf_colors[n].g = g; |
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183 | buf_colors[n].b = b; |
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184 | buf_colors[n].a = a; |
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185 | buf_vertices[n].x = mesh->vertices[v1].x; |
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186 | buf_vertices[n].y = mesh->vertices[v1].y; |
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187 | buf_vertices[n].z = mesh->vertices[v1].z; |
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188 | n++; |
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189 | |
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190 | buf_colors[n].r = r; |
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191 | buf_colors[n].g = g; |
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192 | buf_colors[n].b = b; |
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193 | buf_colors[n].a = a; |
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194 | buf_vertices[n].x = mesh->vertices[v2].x; |
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195 | buf_vertices[n].y = mesh->vertices[v2].y; |
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196 | buf_vertices[n].z = mesh->vertices[v2].z; |
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197 | n++; |
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198 | |
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199 | buf_colors[n].r = r; |
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200 | buf_colors[n].g = g; |
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201 | buf_colors[n].b = b; |
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202 | buf_colors[n].a = a; |
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203 | buf_vertices[n].x = mesh->vertices[v3].x; |
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204 | buf_vertices[n].y = mesh->vertices[v3].y; |
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205 | buf_vertices[n].z = mesh->vertices[v3].z; |
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206 | n++; |
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207 | } else { |
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208 | |
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209 | buf_colors[n].r = 0; |
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210 | buf_colors[n].g = 0; |
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211 | buf_colors[n].b = 0; |
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212 | buf_colors[n].a = 0; |
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213 | buf_vertices[n].x = 0; |
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214 | buf_vertices[n].y = 0; |
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215 | buf_vertices[n].z = 0; |
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216 | n++; |
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217 | |
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218 | buf_colors[n].r = 0; |
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219 | buf_colors[n].g = 0; |
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220 | buf_colors[n].b = 0; |
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221 | buf_colors[n].a = 0; |
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222 | buf_vertices[n].x = 0; |
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223 | buf_vertices[n].y = 0; |
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224 | buf_vertices[n].z = 0; |
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225 | n++; |
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226 | |
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227 | buf_colors[n].r = 0; |
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228 | buf_colors[n].g = 0; |
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229 | buf_colors[n].b = 0; |
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230 | buf_colors[n].a = 0; |
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231 | buf_vertices[n].x = 0; |
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232 | buf_vertices[n].y = 0; |
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233 | buf_vertices[n].z = 0; |
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234 | n++; |
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235 | } |
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236 | } |
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237 | #ifdef VERTEX_ARRAY |
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238 | // Enable the buf_vertices vector |
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239 | glEnableClientState(GL_COLOR_ARRAY); |
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240 | glEnableClientState(GL_VERTEX_ARRAY); |
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241 | |
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242 | glColorPointer(4, GL_UNSIGNED_BYTE, 0, buf_colors); |
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243 | glVertexPointer(3, GL_FLOAT, 0, buf_vertices); |
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244 | #endif |
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245 | |
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246 | pbuf_colors = buf_colors; |
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247 | pbuf_vertices = buf_vertices; |
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248 | } |
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249 | |
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250 | void VMI::setupVertexBufferObjects(Mesh *mesh, Color *colors) { |
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251 | |
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252 | setupVertexArray(mesh, colors); |
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253 | |
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254 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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255 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mesh->numTriangles * 3 * 3 * sizeof(float), buf_vertices, GL_STATIC_DRAW_ARB); //upload data |
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256 | |
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257 | glVertexPointer(3, GL_FLOAT, 0,0); |
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258 | |
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259 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, color_buf); |
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260 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, mesh->numTriangles * 3 * sizeof(Color), buf_colors, GL_STATIC_DRAW_ARB); //upload data |
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261 | |
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262 | glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0); |
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263 | |
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264 | // Enable the vertex array functionality: |
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265 | glEnableClientState(GL_VERTEX_ARRAY); |
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266 | glEnableClientState(GL_COLOR_ARRAY); |
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267 | |
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268 | //free(buf_vertices); |
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269 | //buf_vertices = NULL; |
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270 | |
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271 | //free(buf_colors); |
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272 | //buf_colors = NULL; |
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273 | } |
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274 | |
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275 | void VMI::updateVertexArray(Mesh *mesh, Change *c) |
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276 | { |
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277 | int i, v1, v2, v3, t, n; |
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278 | |
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279 | // The deleted triangles are now in background color |
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280 | for (i=0; i<c->numDel; i++) { |
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281 | t = c->deleted[i].id; |
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282 | |
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283 | n = t * 3; |
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284 | |
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285 | buf_colors[n + 0].r = 0; |
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286 | buf_colors[n + 0].g = 0; |
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287 | buf_colors[n + 0].b = 0; |
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288 | buf_colors[n + 0].a = 0; |
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289 | |
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290 | buf_colors[n + 1].r = 0; |
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291 | buf_colors[n + 1].g = 0; |
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292 | buf_colors[n + 1].b = 0; |
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293 | buf_colors[n + 1].a = 0; |
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294 | |
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295 | buf_colors[n + 2].r = 0; |
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296 | buf_colors[n + 2].g = 0; |
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297 | buf_colors[n + 2].b = 0; |
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298 | buf_colors[n + 2].a = 0; |
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299 | |
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300 | buf_vertices[n + 0].x = 0; |
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301 | buf_vertices[n + 0].y = 0; |
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302 | buf_vertices[n + 0].z = 0; |
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303 | |
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304 | buf_vertices[n + 1].x = 0; |
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305 | buf_vertices[n + 1].y = 0; |
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306 | buf_vertices[n + 1].z = 0; |
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307 | |
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308 | buf_vertices[n + 2].x = 0; |
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309 | buf_vertices[n + 2].y = 0; |
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310 | buf_vertices[n + 2].z = 0; |
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311 | } |
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312 | |
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313 | // Update vertex coordinates for modified triangles |
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314 | for (i=0; i<c->numMod; i++) { |
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315 | t = c->modified[i].id; |
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316 | |
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317 | n = t * 3; |
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318 | |
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319 | v1= mesh->triangles[t].indices[0]; |
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320 | v2= mesh->triangles[t].indices[1]; |
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321 | v3= mesh->triangles[t].indices[2]; |
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322 | |
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323 | buf_vertices[n + 0].x = mesh->vertices[v1].x; |
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324 | buf_vertices[n + 0].y = mesh->vertices[v1].y; |
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325 | buf_vertices[n + 0].z = mesh->vertices[v1].z; |
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326 | |
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327 | buf_vertices[n + 1].x = mesh->vertices[v2].x; |
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328 | buf_vertices[n + 1].y = mesh->vertices[v2].y; |
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329 | buf_vertices[n + 1].z = mesh->vertices[v2].z; |
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330 | |
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331 | buf_vertices[n + 2].x = mesh->vertices[v3].x; |
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332 | buf_vertices[n + 2].y = mesh->vertices[v3].y; |
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333 | buf_vertices[n + 2].z = mesh->vertices[v3].z; |
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334 | } |
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335 | } |
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336 | |
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337 | void VMI::updateVertexBufferObjects(Mesh *mesh, Change *c) { |
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338 | |
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339 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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340 | // Map the buffer object |
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341 | buf_vertices = ( Vertex_ *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY); |
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342 | |
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343 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, color_buf); |
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344 | // Map the buffer object |
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345 | buf_colors = (Color *)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY); |
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346 | |
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347 | updateVertexArray(mesh, c); |
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348 | |
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349 | // Unmap buffers |
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350 | glBindBuffer(GL_ARRAY_BUFFER_ARB, vertex_buf); |
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351 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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352 | // Handle error case |
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353 | } |
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354 | glBindBuffer(GL_ARRAY_BUFFER_ARB, color_buf); |
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355 | if (!glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)) { |
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356 | // Handle error case |
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357 | } |
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358 | } |
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359 | |
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360 | VertexIL *VMI::setupInterleave(Mesh *mesh, Color *colors) |
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361 | { |
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362 | int i, v1, v2, v3, n = 0; |
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363 | GLubyte r, g, b, a; |
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364 | VertexIL *interleave = NULL; |
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365 | |
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366 | interleave = (VertexIL *)malloc(mesh->currentNumTriangles * 3 * sizeof(VertexIL)); |
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367 | |
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368 | if (interleave == NULL) { |
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369 | fprintf(stderr, "Error allocating memory\n"); |
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370 | exit(1); |
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371 | } |
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372 | |
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373 | for (i=0; i<mesh->numTriangles; i++) { |
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374 | |
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375 | if (mesh->triangles[i].enable == TRUE) { |
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376 | v1= mesh->triangles[i].indices[0]; |
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377 | v2= mesh->triangles[i].indices[1]; |
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378 | v3= mesh->triangles[i].indices[2]; |
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379 | |
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380 | r = colors[i].r; |
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381 | g = colors[i].g; |
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382 | b = colors[i].b; |
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383 | a = colors[i].a; |
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384 | |
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385 | interleave[n].tx = 0.0f; |
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386 | interleave[n].ty = 0.0f; |
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387 | interleave[n].r = r; |
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388 | interleave[n].g = g; |
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389 | interleave[n].b = b; |
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390 | interleave[n].a = a; |
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391 | interleave[n].x = mesh->vertices[v1].x; |
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392 | interleave[n].y = mesh->vertices[v1].y; |
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393 | interleave[n].z = mesh->vertices[v1].z; |
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394 | n++; |
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395 | |
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396 | interleave[n].tx = 0.0f; |
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397 | interleave[n].ty = 0.0f; |
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398 | interleave[n].r = r; |
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399 | interleave[n].g = g; |
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400 | interleave[n].b = b; |
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401 | interleave[n].a = a; |
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402 | interleave[n].x = mesh->vertices[v2].x; |
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403 | interleave[n].y = mesh->vertices[v2].y; |
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404 | interleave[n].z = mesh->vertices[v2].z; |
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405 | n++; |
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406 | |
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407 | interleave[n].tx = 0.0f; |
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408 | interleave[n].ty = 0.0f; |
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409 | interleave[n].r = r; |
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410 | interleave[n].g = g; |
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411 | interleave[n].b = b; |
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412 | interleave[n].a = a; |
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413 | interleave[n].x = mesh->vertices[v3].x; |
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414 | interleave[n].y = mesh->vertices[v3].y; |
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415 | interleave[n].z = mesh->vertices[v3].z; |
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416 | n++; |
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417 | } |
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418 | } |
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419 | |
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420 | return interleave; |
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421 | } |
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422 | |
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423 | void VMI::printInterleave(VertexIL *interleave, int num) |
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424 | { |
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425 | int i; |
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426 | |
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427 | printf("\n"); |
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428 | for (i=0; i<num * 3; i++) { |
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429 | printf("Interleave%d (%d, %d, %d ,%d, %f, %f ,%f)\n", i, |
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430 | interleave[i].r, interleave[i].g, interleave[i].b, interleave[i].a, |
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431 | interleave[i].x , interleave[i].y, interleave[i].z); |
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432 | } |
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433 | } |
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434 | |
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435 | void VMI::updateAllColorInterleave(VertexIL *interleave, int num, Color *colors) |
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436 | { |
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437 | int i, n = 0; |
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438 | GLubyte r, g, b, a; |
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439 | |
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440 | for (i=1; i<=num; i++) { // Triangles start at 1 |
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441 | |
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442 | r = colors[i].r; |
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443 | g = colors[i].g; |
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444 | b = colors[i].b; |
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445 | a = colors[i].a; |
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446 | |
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447 | interleave[n].r = r; |
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448 | interleave[n].g = g; |
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449 | interleave[n].b = b; |
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450 | interleave[n].a = a; |
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451 | n++; |
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452 | |
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453 | interleave[n].r = r; |
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454 | interleave[n].g = g; |
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455 | interleave[n].b = b; |
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456 | interleave[n].a = a; |
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457 | n++; |
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458 | |
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459 | interleave[n].r = r; |
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460 | interleave[n].g = g; |
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461 | interleave[n].b = b; |
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462 | interleave[n].a = a; |
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463 | n++; |
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464 | } |
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465 | } |
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466 | |
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467 | void VMI::updateColorInterleave(VertexIL *interleave, int num, Color *colors, int begin, int end) |
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468 | { |
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469 | int i, n; |
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470 | GLubyte r, g, b, a; |
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471 | |
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472 | if (end > num) return; |
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473 | |
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474 | for (i=begin; i<end; i++) { |
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475 | |
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476 | n = i * 3; |
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477 | |
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478 | r = colors[i].r; |
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479 | g = colors[i].g; |
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480 | b = colors[i].b; |
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481 | a = colors[i].a; |
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482 | |
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483 | interleave[n].r = r; |
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484 | interleave[n].g = g; |
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485 | interleave[n].b = b; |
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486 | interleave[n].a = a; |
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487 | |
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488 | n++; |
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489 | interleave[n].r = r; |
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490 | interleave[n].g = g; |
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491 | interleave[n].b = b; |
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492 | interleave[n].a = a; |
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493 | |
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494 | n++; |
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495 | interleave[n].r = r; |
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496 | interleave[n].g = g; |
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497 | interleave[n].b = b; |
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498 | interleave[n].a = a; |
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499 | } |
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500 | } |
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501 | |
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502 | void VMI::fillColorInterleave(VertexIL *interleave, int num, int begin, int end, GLubyte color) |
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503 | { |
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504 | int i, n; |
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505 | |
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506 | if (end > num) return; |
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507 | |
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508 | for (i=begin; i<end; i++) { |
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509 | |
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510 | n = i * 3; |
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511 | interleave[n].r = color; |
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512 | interleave[n].g = color; |
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513 | interleave[n].b = color; |
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514 | interleave[n].a = color; |
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515 | |
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516 | n++; |
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517 | interleave[n].r = color; |
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518 | interleave[n].g = color; |
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519 | interleave[n].b = color; |
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520 | interleave[n].a = color; |
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521 | |
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522 | n++; |
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523 | interleave[n].r = color; |
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524 | interleave[n].g = color; |
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525 | interleave[n].b = color; |
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526 | interleave[n].a = color; |
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527 | } |
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528 | } |
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