void ObjLoader::CreateGeometryArray(Dali::Vector<Vertex> & vertices,
Dali::Vector<Vector2> & textures,
Dali::Vector<VertexExt> & verticesExt,
- Dali::Vector<int> & indices)
+ Dali::Vector<unsigned short> & indices)
{
//If we don't have tangents, calculate them
//we need to recalculate the normals too, because we need just one normal,tangent, bitangent per vertex
Dali::Vector<Vertex> vertices;
Dali::Vector<Vector2> textures;
Dali::Vector<VertexExt> verticesExt;
- Dali::Vector<int> indices;
+ Dali::Vector<unsigned short> indices;
CreateGeometryArray(vertices, textures, verticesExt, indices);
if (indices.Size())
{
- //Indices
- Property::Map indicesVertexFormat;
- indicesVertexFormat["aIndices"] = Property::INTEGER;
- PropertyBuffer indicesToVertices = PropertyBuffer::New( indicesVertexFormat );
- indicesToVertices.SetData( &indices[0], indices.Size() );
-
- surface.SetIndexBuffer ( indicesToVertices );
+ surface.SetIndexBuffer ( &indices[0], indices.Size() );
}
surface.SetRequiresDepthTesting(true);