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Revision 1e672c1d

Added by Leszek Koltunski almost 4 years ago

Change 'tag' to a more appropriate name - 'association'.

View differences:

src/main/java/org/distorted/library/effect/Effect.java
48 48
  private final static float[] mUnity= new float[MAX_UNITY_DIM*NUM_EFFECTS];
49 49
  private final static int[]   mUnityDim = new int[NUM_EFFECTS];
50 50

  
51
  int mTag;
51
  int mAssociation;
52 52

  
53 53
  static boolean[] mEnabled = new boolean[NUM_EFFECTS];
54 54

  
......
67 67
    mCenterDim = name.getCenterDimension();
68 68
    mRegionDim = name.getRegionDimension();
69 69

  
70
    mTag = 0xffffffff;
70
    mAssociation = 0xffffffff;
71 71

  
72 72
    int n = name.ordinal();
73 73
    float[] u = name.getUnity();
......
140 140
 *
141 141
 * @y.exclude
142 142
 */
143
  public int getTag()
143
  public int getAssociation()
144 144
    {
145
    return mTag;
145
    return mAssociation;
146 146
    }
147 147

  
148 148
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffect.java
58 58
    {
59 59
    return
60 60

  
61
        "if( vName[i]=="+effect+" && (int(a_Tag) & vTag[i]) != 0 )\n" +
61
        "if( vName[i]=="+effect+" && (int(a_Association) & vAssociation[i]) != 0 )\n" +
62 62
          "{\n" +
63 63
           code +"\n" +
64 64
          "}\n" +
......
190 190

  
191 191
///////////////////////////////////////////////////////////////////////////////////////////////////
192 192
/**
193
 * Set a tag.
193
 * Set Mesh association.
194 194
 *
195
 * A 'tag' of a Vertex Effect joins the effect with a component of a Mesh the effect gets applied to.
196
 * One can set a Tag of the effect and of a Component, and the Effect will only be active on vertices
197
 * of Components such that (effect tag) & (component tag) != 0. (see retSection() above)
195
 * This creates an association between this Vertex Effect and a Component of a Mesh.
196
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
197
 * vertices of Components such that (effect assoc) & (component assoc) != 0. (see retSection() above)
198 198
 *
199 199
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
200
 * subset of the Mesh, thus potentially significantly reducing the number of render calls.
200
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
201 201
 */
202
  public void setTag(int tag)
202
  public void setMeshAssociation(int association)
203 203
    {
204
    mTag = tag;
204
    mAssociation = association;
205 205
    }
206 206
  }
src/main/java/org/distorted/library/effectqueue/EffectQueue.java
51 51
  long[] mCurrentDuration;
52 52
  Effect[] mEffects;
53 53
  int[] mName;
54
  int[] mTag;
54
  int[] mAssociation;
55 55
  long mTime;
56 56

  
57 57
  private static int[] mMax = new int[EffectType.LENGTH];
......
142 142
        mCurrentDuration = new long[max];
143 143
        mEffects         = new Effect[max];
144 144
        mName            = new int[max];
145
        mTag             = new int[max];
145
        mAssociation     = new int[max];
146 146
        }
147 147

  
148 148
      for(int i=0; i<mNumEffects; i++ )
......
150 150
        mEffects[i]         = source.mEffects[i];
151 151
        mCurrentDuration[i] = source.mCurrentDuration[i];
152 152
        mName[i]            = source.mName[i];
153
        mTag[i]             = source.mTag[i];
153
        mAssociation[i]     = source.mAssociation[i];
154 154
        }
155 155
      }
156 156
    }
......
279 279
      mEffects[j]         = mEffects[j+1];
280 280
      mCurrentDuration[j] = mCurrentDuration[j+1];
281 281
      mName[j]            = mName[j+1];
282
      mTag[j]             = mTag[j+1];
282
      mAssociation[j]     = mAssociation[j+1];
283 283
      }
284 284

  
285 285
    mEffects[mNumEffects] = null;
......
430 430
                       mCurrentDuration = new long[max];
431 431
                       mEffects         = new Effect[max];
432 432
                       mName            = new int[max];
433
                       mTag             = new int[max];
433
                       mAssociation     = new int[max];
434 434
                       }
435 435
                     mCreated = true;
436 436

  
......
442 442
                       if( position==-1 )
443 443
                         {
444 444
                         mCurrentDuration[mNumEffects] = 0;
445
                         mEffects[mNumEffects] = job.effect;
446
                         mName[mNumEffects] = job.effect.getName().ordinal();
447
                         mTag[mNumEffects]  = job.effect.getTag();
445
                         mEffects[mNumEffects]    = job.effect;
446
                         mName[mNumEffects]       = job.effect.getName().ordinal();
447
                         mAssociation[mNumEffects]= job.effect.getAssociation();
448 448

  
449 449
                         mNumEffects++;
450 450
                         changed = true;
......
456 456
                           mCurrentDuration[j] = mCurrentDuration[j-1];
457 457
                           mEffects[j]         = mEffects[j-1];
458 458
                           mName[j]            = mName[j-1];
459
                           mTag[j]             = mTag[j-1];
459
                           mAssociation[j]     = mAssociation[j-1];
460 460
                           }
461 461

  
462 462
                         mCurrentDuration[position] = 0;
463
                         mEffects[position] = job.effect;
464
                         mName[position] = job.effect.getName().ordinal();
465
                         mTag[position]  = job.effect.getTag();
463
                         mEffects[position]    = job.effect;
464
                         mName[position]       = job.effect.getName().ordinal();
465
                         mAssociation[position]= job.effect.getAssociation();
466 466

  
467 467
                         mNumEffects++;
468 468
                         changed = true;
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
39 39
  private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
40 40
  private static int[] mNameH       = new int[MAIN_VARIANTS];
41 41
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
42
  private static int[] mTagH        = new int[MAIN_VARIANTS];
42
  private static int[] mAssociationH= new int[MAIN_VARIANTS];
43 43
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
44 44

  
45 45
///////////////////////////////////////////////////////////////////////////////////////////////////
......
60 60

  
61 61
  static void uniforms(int mProgramH, int variant)
62 62
    {
63
    mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
64
    mNameH[variant]      = GLES30.glGetUniformLocation( mProgramH, "vName");
65
    mUniformsH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
66
    mTagH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vTag");
67
    mInflateH[variant]   = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
63
    mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
64
    mNameH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vName");
65
    mUniformsH[variant]   = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
66
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vAssociation");
67
    mInflateH[variant]    = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
68 68
    }
69 69

  
70 70
///////////////////////////////////////////////////////////////////////////////////////////////////
......
82 82
    for(int i=0; i<mNumEffects; i++)
83 83
      {
84 84
      mCurrentDuration[i] += step;
85
      mTag[i] = mEffects[i].getTag();
85
      mAssociation[i] = mEffects[i].getAssociation();
86 86

  
87 87
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
88 88
        {
......
106 106

  
107 107
    if( mNumEffects>0 )
108 108
      {
109
      GLES30.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
110
      GLES30.glUniform1iv( mTagH[variant]     ,                 mNumEffects, mTag     ,0);
111
      GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
109
      GLES30.glUniform1iv( mNameH[variant]       ,                 mNumEffects, mName       , 0);
110
      GLES30.glUniform1iv( mAssociationH[variant],                 mNumEffects, mAssociation, 0);
111
      GLES30.glUniform4fv( mUniformsH[variant]   ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms   , 0);
112 112
      }
113 113
    }
114 114
  }
src/main/java/org/distorted/library/mesh/MeshBase.java
43 43
 */
44 44
public abstract class MeshBase
45 45
   {
46
   static final float DEFAULT_TAG = 0xffffffff;
46
   static final float DEFAULT_ASSOCIATION = 0xffffffff;
47 47

  
48 48
   // sizes of attributes of an individual vertex.
49 49
   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
50 50
   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
51 51
   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
52 52
   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
53
   private static final int TAG_DATA_SIZE= 1; // tag, a single float
53
   private static final int ASS_DATA_SIZE= 1; // association, a single float
54 54

  
55 55
   static final int POS_ATTRIB   = 0;
56 56
   static final int NOR_ATTRIB   = POS_DATA_SIZE;
57 57
   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
58 58
   static final int TEX_ATTRIB   = 0;
59
   static final int TAG_ATTRIB   = TEX_DATA_SIZE;
59
   static final int ASS_ATTRIB   = TEX_DATA_SIZE;
60 60

  
61 61
   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
62
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + TAG_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
62
   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + ASS_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
63 63
   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
64 64

  
65 65
   private static final int BYTES_PER_FLOAT = 4;
......
68 68
   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
69 69
   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
70 70
   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
71
   private static final int OFFSET_TAG = TAG_ATTRIB*BYTES_PER_FLOAT;
71
   private static final int OFFSET_TAG = ASS_ATTRIB*BYTES_PER_FLOAT;
72 72

  
73 73
   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
74 74
   private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT;
......
400 400
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
401 401
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
402 402
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
403
     GLES30.glVertexAttribPointer(program.mAttribute[4], TAG_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TAG);
403
     GLES30.glVertexAttribPointer(program.mAttribute[4], ASS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TAG);
404 404
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
405 405
     }
406 406

  
......
583 583

  
584 584
///////////////////////////////////////////////////////////////////////////////////////////////////
585 585
/**
586
 * Set a component's tag.
586
 * Set Effect association.
587 587
 *
588
 * A 'tag' of a component associates all vertices which belong to the component with all Vertex Effects
589
 * with a matching tag - i.e. one can set a tag of an Effect and of a Component, and the Effect will
590
 * only be active on vertices of Components such that (effect tag) & (component tag) != 0.
588
 * This creates an association between a Component of this Mesh and a Vertex Effect.
589
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
590
 * vertices of Components such that (effect assoc) & (component assoc) != 0. (see VertexEffect.retSection() )
591 591
 *
592 592
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
593
 * subset of the Mesh, thus potentially significantly reducing the number of render calls.
593
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
594 594
 */
595
  public void setTag(int component, int tag)
595
  public void setEffectAssociation(int component, int association)
596 596
    {
597 597
    int num = mComponent.size();
598 598

  
......
601 601
      int sta = component>0 ? mComponent.get(component-1).mEndIndex+1 : 0;
602 602
      int end = mComponent.get(component).mEndIndex;
603 603

  
604
      sta = sta*VERT2_ATTRIBS + TAG_ATTRIB;
605
      end = end*VERT2_ATTRIBS + TAG_ATTRIB;
604
      sta = sta*VERT2_ATTRIBS + ASS_ATTRIB;
605
      end = end*VERT2_ATTRIBS + ASS_ATTRIB;
606 606

  
607 607
      for(int i=sta; i<=end; i+=VERT2_ATTRIBS)
608 608
        {
609
        mVertAttribs2[i] = tag;
609
        mVertAttribs2[i] = association;
610 610
        }
611 611

  
612 612
      mVBO2.invalidate();
src/main/java/org/distorted/library/mesh/MeshCubes.java
643 643
       attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BACK]  + (1.0f-y) * mTexMappingH[BACK];
644 644
       }
645 645

  
646
     attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB] = DEFAULT_TAG;
646
     attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB] = DEFAULT_ASSOCIATION;
647 647

  
648 648
     currVert++;
649 649
     }
......
677 677

  
678 678
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[TOP] +       x  * mTexMappingW[TOP];
679 679
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[TOP] + (0.5f-z) * mTexMappingH[TOP];
680
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
680
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
681 681

  
682 682
                   break;
683 683
       case SOUTH: row = curr.row+1;
......
700 700

  
701 701
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[BOTTOM] +       x  * mTexMappingW[BOTTOM];
702 702
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BOTTOM] + (0.5f-z) * mTexMappingH[BOTTOM];
703
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
703
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
704 704

  
705 705
                   break;
706 706
       case WEST : row = (back  ? (curr.row+1):(curr.row));
......
723 723

  
724 724
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[LEFT] + (0.5f-z) * mTexMappingW[LEFT];
725 725
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[LEFT] + (1.0f-y) * mTexMappingH[LEFT];
726
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
726
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
727 727

  
728 728
                   break;
729 729
       case EAST : row = (back  ? (curr.row):(curr.row+1));
......
746 746

  
747 747
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = mTexMappingX[RIGHT] + (0.5f-z) * mTexMappingW[RIGHT];
748 748
                   attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[RIGHT] + (1.0f-y) * mTexMappingH[RIGHT];
749
                   attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
749
                   attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
750 750

  
751 751
                   break;
752 752
       }
......
772 772

  
773 773
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB  ];
774 774
     attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB+1];
775
     attribs2[VERT2_ATTRIBS*currVert + TAG_ATTRIB  ] = DEFAULT_TAG;
775
     attribs2[VERT2_ATTRIBS*currVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
776 776

  
777 777
     currVert++;
778 778
     }
src/main/java/org/distorted/library/mesh/MeshQuad.java
46 46

  
47 47
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB  ] = x;
48 48
    attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB+1] = 1.0f-y;
49
    attribs2[VERT2_ATTRIBS*index + TAG_ATTRIB  ] = DEFAULT_TAG;
49
    attribs2[VERT2_ATTRIBS*index + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
50 50
    }
51 51

  
52 52
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/mesh/MeshRectangles.java
73 73

  
74 74
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
75 75
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y;
76
     attribs2[VERT2_ATTRIBS*vertex + TAG_ATTRIB  ] = DEFAULT_TAG;
76
     attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
77 77

  
78 78
     return vertex+1;
79 79
     }
......
100 100

  
101 101
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB  ];
102 102
       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1];
103
       attribs2[VERT2_ATTRIBS*vertex + TAG_ATTRIB  ] = DEFAULT_TAG;
103
       attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
104 104

  
105 105
       vertex++;
106 106
       }
src/main/java/org/distorted/library/mesh/MeshSphere.java
95 95

  
96 96
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB  ];
97 97
      attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currentVert-1) + TEX_ATTRIB+1];
98
      attribs2[VERT2_ATTRIBS*currentVert + TAG_ATTRIB  ] = DEFAULT_TAG;
98
      attribs2[VERT2_ATTRIBS*currentVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
99 99

  
100 100
      currentVert++;
101 101
      }
......
199 199

  
200 200
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB  ] = (float)texX;
201 201
    attribs2[VERT2_ATTRIBS*currentVert + TEX_ATTRIB+1] = (float)texY;
202
    attribs2[VERT2_ATTRIBS*currentVert + TAG_ATTRIB  ] = DEFAULT_TAG;
202
    attribs2[VERT2_ATTRIBS*currentVert + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
203 203

  
204 204
    currentVert++;
205 205

  
src/main/java/org/distorted/library/mesh/MeshTriangles.java
48 48

  
49 49
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
50 50
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
51
     attribs2[VERT2_ATTRIBS*vertex + TAG_ATTRIB  ] = DEFAULT_TAG;
51
     attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
52 52

  
53 53
     return vertex+1;
54 54
     }
src/main/res/raw/main_vertex_shader.glsl
25 25
in vec3 a_Inflate;                   // This vector describes the direction this vertex needs to go when we 'inflate' the whole mesh.
26 26
                                     // If the mesh is locally smooth, this is equal to the normal vector. Otherwise (on sharp edges) - no.
27 27
in vec2 a_TexCoordinate;             // Per-vertex texture coordinate.
28
in float a_Tag;                      // Per-vertex tag. Connects the vertex (really the mesh component the vertex is a member of) to a vertex effect.
29
                                     // An effect will only be active on a vertex iff (a_Tag & vTag[effect]) != 0.  ( see VertexEffect.retSection() )
28
in float a_Association;              // Per-vertex association. Connects the vertex (really the mesh component the vertex is a member of)
29
                                     // to a vertex effect. An effect will only be active on a vertex iff (a_Association & vAssociation[effect]) != 0.
30
                                     // ( see VertexEffect.retSection() )
30 31

  
31 32
out vec3 v_Position;                 //
32 33
out vec3 v_endPosition;              // for Transform Feedback only
......
48 49
uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
49 50
                                     // The first vec4 is the Interpolated values,
50 51
                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
51
uniform int vTag[NUM_VERTEX];        // Tags of the vertex effects. Tags are used to connect an effect to a Mesh component.
52
uniform int vAssociation[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
52 53

  
53 54
//////////////////////////////////////////////////////////////////////////////////////////////
54 55
// HELPER FUNCTIONS

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