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* 1. Remove all global include_directories. * 2. Move 3d party dependencies from src to budled deps if possible. * Unify and enforce one way of including headers: e.g. #include "libslic3r/GCode.hpp" vs #include "GCode.hpp" (always use the "libslic3r/GCode.hpp" option). * Make all dependencies (also header only) a cmake target.
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_OPENGL_CREATE_VECTOR_VBO_H
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#define IGL_OPENGL_CREATE_VECTOR_VBO_H
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#include "../igl_inline.h"
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#include "gl.h"
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#include <Eigen/Core>
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// Create a VBO (Vertex Buffer Object) for a list of vectors:
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// GL_ARRAY_BUFFER for the vectors (V)
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namespace igl
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{
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namespace opengl
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{
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// Templates:
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// T should be a eigen matrix primitive type like int or double
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// Inputs:
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// V m by n eigen Matrix of type T values
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// Outputs:
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// V_vbo_id buffer id for vectors
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//
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template <typename T>
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IGL_INLINE void create_vector_vbo(
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const Eigen::Matrix<T,Eigen::Dynamic,Eigen::Dynamic> & V,
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GLuint & V_vbo_id);
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "create_vector_vbo.cpp"
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#endif
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#endif
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