glslShader/adjacentTrianglesPrimitiveGenerator.h
         
    
#include <maya/MPxIndexBufferMutator.h>
#include <maya/MGeometry.h>
{
    class MComponentDataIndexingList;
}
{
public:
    AdjacentTrianglesPrimitiveGenerator();
    virtual ~AdjacentTrianglesPrimitiveGenerator();
        int& primitiveStride) const;
    
    static void mutateIndexBuffer( 
const MUintArray& originalBufferIndices, 
 
                        const float* positionBufferFloat, 
                        void* indexData );
private:
};