3 #include <render/mesh/MeshData.h>
15 void addSquare(
Vertex center, glm::vec2 size, SignedAxis normal,
float offset = 0,
bool addDuplicate =
false);
16 void addCube(
Vertex center, glm::vec3 size,
bool visibleOutside =
true,
bool addDuplicate =
false);
22 Index currentIndex = 0;
void addSquare(Vertex v1, Vertex v2, Vertex v3, Vertex v4, bool addDuplicate=false)
Vertex v4 forms a face with vertex v1 and v3.
void clear()
Does not call update().
void addVertex(Vertex vertex, bool addDuplicate=false)
Pass true to addDuplicate if you don't want to scan the entire vertex vector to calculate the index.