fix indentation,style
[demo] / src / opengl / mesh-gl.cc
index f0956b4..6175aae 100644 (file)
@@ -73,6 +73,9 @@ MeshGL::~MeshGL()
 
 void MeshGL::draw() const
 {
+       if(!vdata_valid) {
+               ((MeshGL *)this)->update_vertex_data();
+       }
        glBindVertexArray(vao);
 
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
@@ -90,12 +93,11 @@ void MeshGL::draw_normals(float scale) const
 
                glGenBuffers(1, &nvbo);
                glBindBuffer(GL_ARRAY_BUFFER, nvbo);
-               
+
                glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(Vec3) * 2, 0, GL_STATIC_DRAW);
                Vec3 *data = (Vec3 *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
 
-               for (size_t i = 0; i < normals.size(); i++)
-               {
+               for(size_t i = 0; i < normals.size(); i++) {
                        *data++ = vertices[i];
                        *data++ = vertices[i] + normals[i] * scale;
                }
@@ -104,7 +106,8 @@ void MeshGL::draw_normals(float scale) const
                glVertexAttribPointer(MESH_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vec3), 0);
                glEnableVertexAttribArray(MESH_VERTEX);
                glBindBuffer(GL_ARRAY_BUFFER, 0);
-       } else {
+       }
+       else {
                glBindVertexArray(nvao);
        }
 
@@ -201,7 +204,7 @@ void MeshGL::destroy_vbo()
                glDeleteBuffers(1, &vbo_tex_coords);
        if(ibo)
                glDeleteBuffers(1, &ibo);
-       if (vao)
+       if(vao)
                glDeleteVertexArrays(1, &vao);
 
        if(nvbo)