self.materials=[]\r
self.indicesMap={}\r
\r
- def addVertex(self, pos, normal, color, uv, b0, b1, w0):\r
+ def addVertex(self, pos, normal, uv, color, b0, b1, w0):\r
self.vertices+=pos\r
self.normal+=normal\r
self.colors+=color\r
# 位置属性\r
glEnableClientState(GL_VERTEX_ARRAY)\r
glVertexPointer(4, GL_FLOAT, 0, self.vertices)\r
+ # UV属性\r
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY)\r
+ glTexCoordPointer(2, GL_FLOAT, 0, self.uvlist)\r
# マテリアル毎の描画\r
for m in self.materials:\r
+ m.begin()\r
# 順序維持\r
indices=self.indicesMap[m]\r
# indexによる描画\r
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, indices)\r
+ m.end()\r
# 後始末\r
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY)\r
glDisableClientState(GL_VERTEX_ARRAY)\r
\r
def optimize(self):\r