VERTEX_MANAGER functions return false in case of failure.
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@ -49,7 +49,7 @@ VERTEX_MANAGER::VERTEX_MANAGER( bool aCached ) :
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}
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void VERTEX_MANAGER::Reserve( unsigned int aSize )
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bool VERTEX_MANAGER::Reserve( unsigned int aSize )
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{
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assert( m_reservedSpace == 0 && m_reserved == NULL );
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@ -66,14 +66,16 @@ void VERTEX_MANAGER::Reserve( unsigned int aSize )
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show_err = false;
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}
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return;
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return false;
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}
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m_reservedSpace = aSize;
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return true;
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}
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void VERTEX_MANAGER::Vertex( GLfloat aX, GLfloat aY, GLfloat aZ )
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bool VERTEX_MANAGER::Vertex( GLfloat aX, GLfloat aY, GLfloat aZ )
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{
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// flag to avoid hanging by calling DisplayError too many times:
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static bool show_err = true;
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@ -102,14 +104,16 @@ void VERTEX_MANAGER::Vertex( GLfloat aX, GLfloat aY, GLfloat aZ )
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show_err = false;
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}
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return;
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return false;
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}
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putVertex( *newVertex, aX, aY, aZ );
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return true;
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}
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void VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize )
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bool VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize )
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{
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// flag to avoid hanging by calling DisplayError too many times:
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static bool show_err = true;
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@ -125,7 +129,7 @@ void VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize )
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show_err = false;
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}
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return;
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return false;
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}
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// Put vertices in already allocated memory chunk
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@ -133,6 +137,8 @@ void VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize )
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{
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putVertex( newVertex[i], aVertices[i].x, aVertices[i].y, aVertices[i].z );
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}
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return true;
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}
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@ -63,8 +63,9 @@ public:
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* allocates space for vertices, so it will be used with subsequent Vertex() calls.
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*
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* @param aSize is the number of vertices that should be available in the reserved space.
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* @return True if successful, false otherwise.
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*/
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void Reserve( unsigned int aSize );
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bool Reserve( unsigned int aSize );
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/**
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* Function Vertex()
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@ -74,10 +75,11 @@ public:
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* matrix applied.
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*
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* @param aVertex contains vertex coordinates.
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* @return True if successful, false otherwise.
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*/
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inline void Vertex( const VERTEX& aVertex )
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inline bool Vertex( const VERTEX& aVertex )
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{
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Vertex( aVertex.x, aVertex.y, aVertex.z );
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return Vertex( aVertex.x, aVertex.y, aVertex.z );
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}
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/**
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@ -88,8 +90,9 @@ public:
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* @param aX is the X coordinate of the new vertex.
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* @param aY is the Y coordinate of the new vertex.
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* @param aZ is the Z coordinate of the new vertex.
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* @return True if successful, false otherwise.
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*/
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void Vertex( GLfloat aX, GLfloat aY, GLfloat aZ );
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bool Vertex( GLfloat aX, GLfloat aY, GLfloat aZ );
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/**
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* Function Vertices()
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@ -101,8 +104,9 @@ public:
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*
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* @param aVertices contains vertices to be added
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* @param aSize is the number of vertices to be added.
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* @return True if successful, false otherwise.
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*/
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void Vertices( const VERTEX aVertices[], unsigned int aSize );
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bool Vertices( const VERTEX aVertices[], unsigned int aSize );
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/**
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* Function Color()
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