}
else if( node->GetType() == TreeNode::INTEGER )
{
- int32_t tempNum;
+ int32_t tempNum = 0;
ReadInt( node, tempNum );
num = static_cast<float>( tempNum );
returnValue = true;
}
template <typename T>
-PropertyBuffer CreatePropertyBuffer( Vector<T> bufferData, std::string map, int32_t type )
+VertexBuffer CreateVertexBuffer( Vector<T> bufferData, std::string map, int32_t type )
{
Property::Map positionMap;
positionMap[map] = type;
- PropertyBuffer propertyBuffer = PropertyBuffer::New( positionMap );
- propertyBuffer.SetData( bufferData.Begin(), bufferData.Count() );
- return propertyBuffer;
+ VertexBuffer vertexBuffer = VertexBuffer::New( positionMap );
+ vertexBuffer.SetData( bufferData.Begin(), bufferData.Count() );
+ return vertexBuffer;
}
void SetVertexBufferData( MeshInfo& meshInfo, std::string path, std::vector<AccessorInfo>& accessorArray, std::vector<BufferViewInfo>& bufferViewArray, std::vector<BufferInfo>& bufferArray, int32_t accessorIdx, std::string map, int32_t type )
LoadDataFromAccessor( accessorIdx, bufferData, path, accessorArray, bufferViewArray, bufferArray );
SetMeshInfoAndCanonize( meshInfo, bufferData );
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector3>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<Vector3>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
}
Dali::Vector<T> bufferData;
LoadDataFromAccessor( accessorIdx, bufferData, path, accessorArray, bufferViewArray, bufferArray );
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<T>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<T>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
}
bufferData[i].z = inputBufferData[i].z;
bufferData[i].w = 1.0;
}
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
else if( accessorArray[accessorIdx].type == "VEC4" )
{