PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
vertices.SetData( vertexData, 20u );
- unsigned int indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
- Property::Map indexFormat;
- indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat );
- indices.SetData( indexData, 30u );
+ unsigned short indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
Geometry meshGeometry = Geometry::New();
meshGeometry.AddVertexBuffer( vertices );
- meshGeometry.SetIndexBuffer( indices );
+ meshGeometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
// Create the shader
Shader shader = Shader::New( MESH_VERTEX_SHADER, MESH_FRAGMENT_SHADER );