glslShader/crackFreePrimitiveGenerator.h
#include <maya/MPxIndexBufferMutator.h>
#include <maya/MGeometry.h>
{
class MComponentDataIndexingList;
}
{
public:
CrackFreePrimitiveGenerator(bool addAdjacentEdges, bool addDominantEdges, bool addDominantPosition);
virtual ~CrackFreePrimitiveGenerator();
int& primitiveStride) const;
static void mutateIndexBuffer(
const MUintArray& originalBufferIndices,
const float* positionBufferFloat,
const float* uvBufferFloat,
bool bAddAdjacentEdges,
bool bAddDominantEdges,
bool bAddDominantPosition,
void* indexData );
static unsigned int computeTriangleSize( bool bAddAdjacentEdges,
bool bAddDominantEdges,
bool bAddDominantPosition);
private:
bool fAddAdjacentEdges;
bool fAddDominantEdges;
bool fAddDominantPosition;
};