int f = i * MD2_FRAME_SCALE;
/* Add a mesh frame. */
- evas_canvas3d_mesh_frame_add(mesh, f);
+ evas_canvas3d_mesh_frame_add(mesh, f);
+
/* Allocate vertex buffer for the frame. */
- evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 0, NULL);
+ evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION, 0, NULL);
evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 0, NULL);
evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 0, NULL);
+
/* Map vertex buffer. */
- pos = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION);
+ pos = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION);
nor = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL);
tex = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD);
+
stride_pos = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION);
stride_nor = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL);
stride_tex = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, f, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD);
stride_pos = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_POSITION);
if (counts.existence_of_normal)
- evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 0, NULL);
- nor = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL);
- stride_nor = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL);
+ {
+ evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL, 0, NULL);
+ nor = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL);
+ stride_nor = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_NORMAL);
+ }
if (counts.existence_of_tex_point)
- evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 0, NULL);
- tex = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD);
- stride_tex = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD);
+ {
+ evas_canvas3d_mesh_frame_vertex_data_copy_set(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD, 0, NULL);
+ tex = (float *)evas_canvas3d_mesh_frame_vertex_data_map(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD);
+ stride_tex = evas_canvas3d_mesh_frame_vertex_stride_get(mesh, 0, EVAS_CANVAS3D_VERTEX_ATTRIB_TEXCOORD);
+ }
if (stride_pos == 0) stride_pos = sizeof(float) * 3;
if ((counts.existence_of_normal) && (stride_nor == 0))