Laser Sensing Display for UI interfaces in the real world
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Diff: Scene.h
- Revision:
- 45:5ef809480c12
- Parent:
- 44:2432c218f191
- Child:
- 47:199042980678
diff -r 2432c218f191 -r 5ef809480c12 Scene.h --- a/Scene.h Wed Oct 30 02:50:58 2013 +0000 +++ b/Scene.h Mon Dec 23 18:04:07 2013 +0000 @@ -40,9 +40,12 @@ // Building methods: // NOTE: I will try to have an encapsulated class, so I prefer not to refer to global variables (like the renderer lsr) - void addVertex(V3& _v3, Mat44& _RT); // this add a vertex USING THE CURRENT MODELVIEW (in global lsr object). NOTE: it is NOT projected and added to the myDisplaySensingBuffer yet. + void addVertex(V3& _v3);// add a vertex in LOCAL COORDINATES + void addVertex(V3& _v3, Mat44& _RT); // this will be usefull to add a vertex USING THE CURRENT MODELVIEW (in global lsr object) when + // creating objects using the "open-gl" like "begin/end" wrappers. NOTE: it is NOT projected and added to the myDisplaySensingBuffer yet. void clear(); // this deletes all the vertices and their projections from *this BaseObject instance + // Transformation of vertices: void transform(Mat44& _RT); // this transform all the vertices of the object by _RT // void render(LaserRenderer* ptr_lsr); // this will project ALL the 3d points in the object vertexArray and store into display sensing buffer (myDisplaySensingBuffer), using