mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
- mQuadIndexFormat[ "indices" ] = Property::INTEGER;
}
bool IsGlyphUnderlined( GlyphIndex index,
Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
{
PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
- PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat );
quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
- quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ), meshRecord.mMesh.mIndices.Size() );
Geometry quadGeometry = Geometry::New();
quadGeometry.AddVertexBuffer( quadVertices );
- quadGeometry.SetIndexBuffer( quadIndices );
+ quadGeometry.SetIndexBuffer( &meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size() );
TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
Shader shader( mGlyphManager.GetShader( meshRecord.mAtlasId ) );
std::vector< MaxBlockSize > mBlockSizes; ///> Maximum size needed to contain a glyph in a block within a new atlas
Vector< TextCacheEntry > mTextCache; ///> Caches data from previous render
Property::Map mQuadVertexFormat; ///> Describes the vertex format for text
- Property::Map mQuadIndexFormat; ///> Describes the index format for text
int mDepth; ///> DepthIndex passed by control when connect to stage
};