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:
};