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<hr><h1>mesh_block_manager.cpp</h1><a href="mesh__block__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="mesh__block__manager_8h.html">3d/mesh_block_manager.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00030
00031 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00032
00033 <font class="keyword">namespace </font>NL3D
00034 {
00035
00036
<a name="l00037"></a><a class="code" href="mesh__block__manager_8cpp.html#a0">00037</a> <font class="preprocessor">#define NL3D_MBM_MAX_VBHEAP 255</font>
<a name="l00038"></a><a class="code" href="mesh__block__manager_8cpp.html#a1">00038</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_MESH_SHIFT 8</font>
<a name="l00039"></a><a class="code" href="mesh__block__manager_8cpp.html#a2">00039</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_MESH_MASK 0xFFFFFF00</font>
<a name="l00040"></a><a class="code" href="mesh__block__manager_8cpp.html#a3">00040</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_HEAP_MASK 0x000000FF</font>
00041 <font class="preprocessor"></font>
00042
00043 <font class="comment">// ***************************************************************************</font>
<a name="l00044"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a0">00044</a> CMeshBlockManager::CMeshBlockManager()
00045 {
00046 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Driver= NULL;
00047 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Scene= NULL;
00048 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderTrav= NULL;
00049
00050 <font class="comment">// Allocate at least the 0th heap</font>
00051 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.resize(1);
00052 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]= <font class="keyword">new</font> CVBHeapBlock;
00053 <font class="comment">// some reserve, avoiding first reallocation.</font>
00054 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]->RdrInstances.reserve(100);
00055 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]->RdrMeshGeoms.reserve(100);
00056 }
00057
00058 <font class="comment">// ***************************************************************************</font>
<a name="l00059"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a1">00059</a> CMeshBlockManager::~CMeshBlockManager()
00060 {
00061 <font class="comment">// must release any user heap.</font>
00062 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_0">releaseVBHeaps</a>();
00063 <font class="comment">// Release the 0th one.</font>
00064 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0];
00065 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.clear();
00066 }
00067
00068 <font class="comment">// ***************************************************************************</font>
<a name="l00069"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a2">00069</a> <font class="keywordtype">void</font> CMeshBlockManager::addInstance(IMeshGeom *meshGeom, CMeshBaseInstance *inst, <font class="keywordtype">float</font> polygonCount)
00070 {
00071 <font class="comment">// If the meshGeom has never been added to the manager, may do some precalc</font>
00072 <font class="keywordflow">if</font>(meshGeom->_MeshBlockManager==NULL)
00073 {
00074 <font class="comment">// Fill </font>
00075 meshGeom->_MeshBlockManager= <font class="keyword">this</font>;
00076 <font class="comment">// try to fit the meshGeom in one of our VBHeap.</font>
00077 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#c0">allocateMeshVBHeap</a>(meshGeom);
00078 }
00079
00080 <font class="comment">// TestYoyo</font>
00081 <font class="comment">/*extern uint TEMP_Yoyo_NInstVBHeap;</font>
00082 <font class="comment"> extern uint TEMP_Yoyo_NInstNoVBHeap;</font>
00083 <font class="comment"> if( meshGeom->_MeshVBHeapId & NL3D_MBM_VBHEAP_HEAP_MASK )</font>
00084 <font class="comment"> TEMP_Yoyo_NInstVBHeap++; </font>
00085 <font class="comment"> else</font>
00086 <font class="comment"> TEMP_Yoyo_NInstNoVBHeap++;*/</font>
00087 <font class="comment">// End TestYoyo</font>
00088
00089 <font class="comment">// Choose the HeapBlock to fit in.</font>
00090 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[meshGeom->_MeshVBHeapId & <a class="code" href="mesh__block__manager_8cpp.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>];
00091
00092 <font class="comment">// If the mesh geom is not added to this manager, add it.</font>
00093 <font class="keywordflow">if</font>(meshGeom->_RootInstanceId==-1)
00094 {
00095 hb->RdrMeshGeoms.push_back(meshGeom);
00096 }
00097
00098 <font class="comment">// setup the instance.</font>
00099 CInstanceInfo instInfo;
00100 instInfo.MeshGeom= meshGeom;
00101 instInfo.MBI= inst;
00102 instInfo.PolygonCount= polygonCount;
00103
00104 <font class="comment">// link to the head of the list.</font>
00105 instInfo.NextInstance= meshGeom->_RootInstanceId;
00106 meshGeom->_RootInstanceId= hb->RdrInstances.size();
00107
00108 <font class="comment">// add this instance</font>
00109 hb->RdrInstances.push_back(instInfo);
00110
00111 }
00112
00113 <font class="comment">// ***************************************************************************</font>
<a name="l00114"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a3">00114</a> <font class="keywordtype">void</font> CMeshBlockManager::flush(IDriver *drv, CScene *scene, CRenderTrav *renderTrav)
00115 {
00116 uint i,j;
00117
00118 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshBlockManager );
00119
00120 <font class="comment">// setup the manager</font>
00121 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv && scene && renderTrav);
00122 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Driver= drv;
00123 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Scene= scene;
00124 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderTrav= renderTrav;
00125
00126
00127 <font class="comment">// render</font>
00128 <font class="comment">//==========</font>
00129
00130 <font class="comment">// sort by Heap first => small setup of VBs.</font>
00131 <font class="keywordflow">for</font>(j=0; j<<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++)
00132 {
00133 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j];
00134 <font class="comment">// if not the special 0th heap, must activate VB.</font>
00135 <font class="keywordflow">if</font>(j==0)
00136 {
00137 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderThroughVBHeap= <font class="keyword">false</font>;
00138 }
00139 <font class="keywordflow">else</font>
00140 {
00141 <font class="comment">// set to true => avoid mesh to setup their own VB.</font>
00142 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderThroughVBHeap= <font class="keyword">true</font>;
00143 <font class="comment">// activate current VB in driver</font>
00144 hb->VBHeap.activate();
00145 }
00146
00147
00148 <font class="comment">// Always sort by MeshGeom, in this heap</font>
00149 <font class="keywordflow">for</font>(i=0; i<hb->RdrMeshGeoms.size();i++)
00150 {
00151 <font class="comment">// render the meshGeom and his instances</font>
00152 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#c1">render</a>(hb->RdrMeshGeoms[i], hb->RdrInstances);
00153 }
00154 }
00155
00156
00157 <font class="comment">// reset.</font>
00158 <font class="comment">//==========</font>
00159
00160 <font class="comment">// For all vb heaps</font>
00161 <font class="keywordflow">for</font>(j=0; j<<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++)
00162 {
00163 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j];
00164
00165 <font class="comment">// Parse all MehsGeoms, and flag them as Not Added to me</font>
00166 <font class="keywordflow">for</font>(i=0; i<hb->RdrMeshGeoms.size();i++)
00167 {
00168 hb->RdrMeshGeoms[i]->_RootInstanceId= -1;
00169 }
00170
00171 <font class="comment">// clear rdr arrays</font>
00172 hb->RdrInstances.clear();
00173 hb->RdrMeshGeoms.clear();
00174 }
00175 }
00176
00177
00178 <font class="comment">// ***************************************************************************</font>
<a name="l00179"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#c1">00179</a> <font class="keywordtype">void</font> CMeshBlockManager::render(IMeshGeom *meshGeom, std::vector<CInstanceInfo> &rdrInstances)
00180 {
00181 <font class="comment">// TestYoyo</font>
00182 <font class="comment">/*extern uint TEMP_Yoyo_NMeshVBHeap;</font>
00183 <font class="comment"> extern uint TEMP_Yoyo_NMeshNoVBHeap;</font>
00184 <font class="comment"> if( _RenderCtx.RenderThroughVBHeap )</font>
00185 <font class="comment"> TEMP_Yoyo_NMeshVBHeap++;</font>
00186 <font class="comment"> else</font>
00187 <font class="comment"> TEMP_Yoyo_NMeshNoVBHeap++;*/</font>
00188 <font class="comment">// End TestYoyo</font>
00189
00190 <font class="comment">// Start for this mesh.</font>
00191 meshGeom->beginMesh(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>);
00192
00193 <font class="comment">// number of renderPasses for this mesh.</font>
00194 uint numRdrPass= meshGeom->getNumRdrPasses();
00195
00196 <font class="comment">// sort per material first?</font>
00197 <font class="keywordflow">if</font>( meshGeom->sortPerMaterial() )
00198 {
00199 <font class="comment">// for all material.</font>
00200 <font class="keywordflow">for</font>(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++)
00201 {
00202 <font class="comment">// for all instance.</font>
00203 sint32 instId= meshGeom->_RootInstanceId;
00204 <font class="keywordflow">while</font>( instId!=-1 )
00205 {
00206 CInstanceInfo &instInfo= rdrInstances[instId];
00207
00208 <font class="comment">// activate this instance</font>
00209 meshGeom->activeInstance(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount);
00210
00211 <font class="comment">// render the pass.</font>
00212 meshGeom->renderPass(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount, rdrPass);
00213
00214 <font class="comment">// next instance</font>
00215 instId= instInfo.NextInstance;
00216 }
00217 }
00218 }
00219 <font class="comment">// else sort per instance first</font>
00220 <font class="keywordflow">else</font>
00221 {
00222 <font class="comment">// for all instance.</font>
00223 sint32 instId= meshGeom->_RootInstanceId;
00224 <font class="keywordflow">while</font>( instId!=-1 )
00225 {
00226 CInstanceInfo &instInfo= rdrInstances[instId];
00227
00228 <font class="comment">// activate this instance</font>
00229 meshGeom->activeInstance(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount);
00230
00231 <font class="comment">// for all material.</font>
00232 <font class="keywordflow">for</font>(uint rdrPass=0;rdrPass<numRdrPass;rdrPass++)
00233 {
00234 <font class="comment">// render the pass.</font>
00235 meshGeom->renderPass(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount, rdrPass);
00236 }
00237
00238 <font class="comment">// next instance</font>
00239 instId= instInfo.NextInstance;
00240 }
00241 }
00242
00243 <font class="comment">// End for this mesh.</font>
00244 meshGeom->endMesh(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>);
00245 }
00246
00247
00248 <font class="comment">// ***************************************************************************</font>
00249 <font class="comment">// ***************************************************************************</font>
00250 <font class="comment">// VBHeap mgt</font>
00251 <font class="comment">// ***************************************************************************</font>
00252 <font class="comment">// ***************************************************************************</font>
00253
00254
00255 <font class="comment">// ***************************************************************************</font>
<a name="l00256"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#c0">00256</a> <font class="keywordtype">void</font> CMeshBlockManager::allocateMeshVBHeap(IMeshGeom *mesh)
00257 {
00258 <font class="comment">// Get info from mesh. </font>
00259 uint vertexFormat, numVertices;
00260 <font class="comment">// if the mesh do not support VBHeap, quit.</font>
00261 <font class="keywordflow">if</font>( !mesh->getVBHeapInfo(vertexFormat, numVertices) )
00262 <font class="keywordflow">return</font>;
00263
00264 <font class="comment">// In case of ...</font>
00265 <font class="keywordflow">if</font>( numVertices==0 )
00266 <font class="keywordflow">return</font>;
00267
00268 <font class="comment">// try to find a VBHeap with this vertexFormat.</font>
00269 TVBHeapMap::iterator it= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.find(vertexFormat);
00270 <font class="comment">// if not found, abort</font>
00271 <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.end())
00272 <font class="keywordflow">return</font>;
00273
00274 <font class="comment">// access to this VBHeap.</font>
00275 uint vbHeapId= it->second;
00276 CVBHeapBlock *vbHeapBlock= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[vbHeapId];
00277 <font class="comment">// try to allocate sapce into the heap. Fail=> abort.</font>
00278 uint indexStart;
00279 <font class="keywordflow">if</font>( !vbHeapBlock->VBHeap.allocate(numVertices, indexStart) )
00280 <font class="keywordflow">return</font>;
00281
00282 <font class="comment">// All is Ok here => setup infos.</font>
00283 <font class="comment">//==================</font>
00284
00285 <font class="comment">// Keep track of the mesh => allocate.</font>
00286 uint meshId;
00287 <font class="comment">// try to get a free id.</font>
00288 <font class="keywordflow">if</font>( !vbHeapBlock->FreeIds.empty() )
00289 {
00290 meshId= vbHeapBlock->FreeIds.back();
00291 vbHeapBlock->FreeIds.pop_back();
00292 vbHeapBlock->AllocatedMeshGeoms[meshId]= mesh;
00293 }
00294 <font class="comment">// else, must add to the array</font>
00295 <font class="keywordflow">else</font>
00296 {
00297 meshId= vbHeapBlock->AllocatedMeshGeoms.size();
00298 vbHeapBlock->AllocatedMeshGeoms.push_back(mesh);
00299 }
00300
00301 <font class="comment">// info for delete in mesh</font>
00302 mesh->_MeshVBHeapIndexStart= indexStart;
00303 mesh->_MeshVBHeapId= vbHeapId + (meshId<<<a class="code" href="mesh__block__manager_8cpp.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>);
00304
00305
00306 <font class="comment">// Fill VB.</font>
00307 <font class="comment">//==================</font>
00308 uint8 *dst= vbHeapBlock->VBHeap.lock(indexStart);
00309 mesh->computeMeshVBHeap(dst, indexStart);
00310 <font class="comment">// unlock only what vertices have changed (ATI problem)</font>
00311 vbHeapBlock->VBHeap.unlock(indexStart, indexStart+numVertices);
00312 }
00313
00314 <font class="comment">// ***************************************************************************</font>
<a name="l00315"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_2">00315</a> <font class="keywordtype">void</font> CMeshBlockManager::freeMeshVBHeap(IMeshGeom *mesh)
00316 {
00317 <a class="code" href="debug_8h.html#a6">nlassert</a>(mesh->_MeshVBHeapId);
00318
00319 <font class="comment">// unpack heap and mesh id.</font>
00320 uint vbHeapId= mesh->_MeshVBHeapId & <a class="code" href="mesh__block__manager_8cpp.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>;
00321 uint meshId= (mesh->_MeshVBHeapId & <a class="code" href="mesh__block__manager_8cpp.html#a2">NL3D_MBM_VBHEAP_MESH_MASK</a>) >> <a class="code" href="mesh__block__manager_8cpp.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>;
00322
00323 <font class="comment">// access to this VBHeap.</font>
00324 CVBHeapBlock *vbHeapBlock= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[vbHeapId];
00325
00326 <font class="comment">// free VB memory.</font>
00327 vbHeapBlock->VBHeap.free(mesh->_MeshVBHeapIndexStart);
00328
00329 <font class="comment">// free this space</font>
00330 <a class="code" href="debug_8h.html#a6">nlassert</a>(meshId<vbHeapBlock->AllocatedMeshGeoms.size());
00331 vbHeapBlock->AllocatedMeshGeoms[meshId]= NULL;
00332 vbHeapBlock->FreeIds.push_back(meshId);
00333
00334 <font class="comment">// reset mesh info.</font>
00335 mesh->_MeshVBHeapId= 0;
00336 mesh->_MeshVBHeapIndexStart= 0;
00337 }
00338
00339 <font class="comment">// ***************************************************************************</font>
<a name="l00340"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_0">00340</a> <font class="keywordtype">void</font> CMeshBlockManager::releaseVBHeaps()
00341 {
00342 uint i,j;
00343
00344 <font class="comment">// For all blocks but the 0th</font>
00345 <font class="keywordflow">for</font>(j=1; j<<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++)
00346 {
00347 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j];
00348
00349 <font class="comment">// For all allocated mesh of this heap.</font>
00350 <font class="keywordflow">for</font>(i=0;i<hb->AllocatedMeshGeoms.size();i++)
00351 {
00352 IMeshGeom *mesh= hb->AllocatedMeshGeoms[i];
00353 <font class="comment">// if the mesh exist.</font>
00354 <font class="keywordflow">if</font>(mesh)
00355 {
00356 <font class="comment">// free his VBHeap Data.</font>
00357 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_2">freeMeshVBHeap</a>(mesh);
00358 <a class="code" href="debug_8h.html#a6">nlassert</a>( hb->AllocatedMeshGeoms[i] == NULL );
00359 }
00360 }
00361
00362 <font class="comment">// delete the block. NB: VBHeap auto released</font>
00363 <font class="keyword">delete</font> hb;
00364 }
00365
00366 <font class="comment">// erase all blocks but 0th</font>
00367 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.resize(1);
00368
00369 <font class="comment">// clear the map.</font>
00370 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>);
00371 }
00372
00373 <font class="comment">// ***************************************************************************</font>
<a name="l00374"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_1">00374</a> <font class="keywordtype">bool</font> CMeshBlockManager::addVBHeap(IDriver *drv, uint vertexFormat, uint maxVertices)
00375 {
00376 <font class="comment">// if find an existing vertexFormat, abort.</font>
00377 TVBHeapMap::iterator it= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.find(vertexFormat);
00378 <font class="comment">// if found, abort</font>
00379 <font class="keywordflow">if</font>( it!=<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.end() )
00380 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00381
00382 <font class="comment">// create the block</font>
00383 CVBHeapBlock *hb= <font class="keyword">new</font> CVBHeapBlock;
00384
00385 <font class="comment">// allocate vertex space</font>
00386 hb->VBHeap.init(drv, vertexFormat, maxVertices);
00387
00388 <font class="comment">// add an entry to the array, and the map.</font>
00389 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.push_back(hb);
00390 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>[vertexFormat]= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size()-1;
00391
00392 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00393 }
00394
00395
00396 } <font class="comment">// NL3D</font>
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