Property::Map pentagonVertexFormat;
pentagonVertexFormat["aPosition1"] = Property::VECTOR2;
- PropertyBuffer pentagonVertices = PropertyBuffer::New( PropertyBuffer::STATIC, pentagonVertexFormat, 5 );
+ PropertyBuffer pentagonVertices = PropertyBuffer::New( pentagonVertexFormat, 5 );
pentagonVertices.SetData(pentagonVertexData);
Property::Map pentacleVertexFormat;
pentacleVertexFormat["aPosition2"] = Property::VECTOR2;
- PropertyBuffer pentacleVertices = PropertyBuffer::New( PropertyBuffer::STATIC, pentacleVertexFormat, 5 );
+ PropertyBuffer pentacleVertices = PropertyBuffer::New( pentacleVertexFormat, 5 );
pentacleVertices.SetData(pentacleVertexData);
// Create indices
unsigned int indexData[10] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 0 };
Property::Map indexFormat;
indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
indices.SetData(indexData);
// Create the geometry object
Property::Map initialPositionVertexFormat;
initialPositionVertexFormat["aInitPos"] = Property::VECTOR2;
- PropertyBuffer initialPositionVertices = PropertyBuffer::New( PropertyBuffer::STATIC, initialPositionVertexFormat, numberOfVertices );
+ PropertyBuffer initialPositionVertices = PropertyBuffer::New( initialPositionVertexFormat, numberOfVertices );
initialPositionVertices.SetData(quad);
Property::Map finalPositionVertexFormat;
finalPositionVertexFormat["aFinalPos"] = Property::VECTOR2;
- PropertyBuffer finalPositionVertices = PropertyBuffer::New( PropertyBuffer::STATIC, finalPositionVertexFormat, numberOfVertices );
+ PropertyBuffer finalPositionVertices = PropertyBuffer::New( finalPositionVertexFormat, numberOfVertices );
finalPositionVertices.SetData(cat);
Property::Map colorVertexFormat;
colorVertexFormat["aColor"] = Property::VECTOR3;
- PropertyBuffer colorVertices = PropertyBuffer::New( PropertyBuffer::STATIC, colorVertexFormat, numberOfVertices );
+ PropertyBuffer colorVertices = PropertyBuffer::New( colorVertexFormat, numberOfVertices );
colorVertices.SetData(colors);
// Create the geometry object
Property::Map texturedQuadVertexFormat;
texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer texturedQuadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, texturedQuadVertexFormat, 4 );
+ PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat, 4 );
texturedQuadVertices.SetData(texturedQuadVertexData);
// Create indices
unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
Property::Map indexFormat;
indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 6 );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, 6 );
indices.SetData(indexData);
// Create the geometry object
vertexFormat["aPosition"] = Property::VECTOR3;
vertexFormat["aTexCoord"] = Property::VECTOR2;
vertexFormat["aColor"] = Property::VECTOR3;
- PropertyBuffer vertices = PropertyBuffer::New( PropertyBuffer::STATIC, vertexFormat, 5 );
+ PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 5 );
vertices.SetData( vertexData );
// Specify all the faces
unsigned int indexData[12] = { 0,1,3,0,2,4,0,3,4,0,2,1 };
Property::Map indexFormat;
indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 12 );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, 12 );
indices.SetData( indexData );
// Create the geometry object
Property::Map polyhedraVertexFormat;
polyhedraVertexFormat["aPosition"] = Property::VECTOR2;
polyhedraVertexFormat["aHue"] = Property::FLOAT;
- PropertyBuffer polyhedraVertices = PropertyBuffer::New( PropertyBuffer::STATIC, polyhedraVertexFormat, numSides );
+ PropertyBuffer polyhedraVertices = PropertyBuffer::New( polyhedraVertexFormat, numSides );
polyhedraVertices.SetData(polyhedraVertexData);
// Create the geometry object
vertexFormat["aAngleIndex"] = Property::FLOAT;
vertexFormat["aPosition1"] = Property::VECTOR2;
vertexFormat["aPosition2"] = Property::VECTOR2;
- PropertyBuffer vertices = PropertyBuffer::New( PropertyBuffer::STATIC, vertexFormat, 7u );
+ PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 7u );
vertices.SetData( vertexData );
unsigned int indexData[15] = { 0,1,2,0,2,3,0,3,4,0,4,5,0,5,6 };
Property::Map indexFormat;
indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 15u );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, 15u );
indices.SetData( indexData );
Geometry meshGeometry = Geometry::New();
vertexFormat["aPosition"] = Property::VECTOR3;
vertexFormat["aNormal"] = Property::VECTOR3;
vertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer surfaceVertices = PropertyBuffer::New( PropertyBuffer::STATIC, vertexFormat, vertices.size() );
+ PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat, vertices.size() );
surfaceVertices.SetData( &vertices[0] );
Geometry surface = Geometry::New();
Property::Map texturedQuadVertexFormat;
texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer texturedQuadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, texturedQuadVertexFormat, 4 );
+ PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat, 4 );
texturedQuadVertices.SetData(texturedQuadVertexData);
// Create indices
unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
Property::Map indexFormat;
indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
indices.SetData(indexData);
// Create the geometry object