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Texel(GLfloat pU, GLfloat pV);
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// Data for a mesh to be rendered by vertex arrays' or vbos' has 3 verticies per
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// polygon and no polygonal data
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unsigned mVertexQty; // Quantity of Verticies
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unsigned mPolygonQty; // Quantity of polygons, not really needed
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GLenum mMode; // Polygon mode, eg GL_QUADS, GL_TRIANGLES etc...
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Vertex *mVertex; // Storage for the verticies
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GLuint mBuildList; // Build list name
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GLuint mVBOVertices; // Vertex VBO name
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GLuint mVBONormals; // Texture coordinate VBO name
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GLuint mVBOTexCoords; // Texture coordinate VBO name
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Mesh(); // Default Constructor, should set pointers to null