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const u32 resolution = 16;
const f32 r = 0.5;
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
// Front and back
{
video::S3DVertex vertices[8] = {
// z-
video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
// z+
video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
};
u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
buf->append(vertices, 8, indices, 12);
}
const f32 pixelsize = 1 / (f32) resolution;
for (u32 i = 0; i < resolution; ++i) {
f32 pixelpos = i * pixelsize - 0.5;
f32 x0 = pixelpos;
f32 x1 = pixelpos + pixelsize;
f32 y0 = -pixelpos - pixelsize;
f32 y1 = -pixelpos;
f32 tex0 = (i + 0.1) * pixelsize;
f32 tex1 = (i + 0.9) * pixelsize;
video::S3DVertex vertices[16] = {
// x-
video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
// x+
video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
// y-
video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
// y+
video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
};
u16 indices[24] = {0,1,2,2,3,0,4,5,6,6,7,4,
8,9,10,10,11,8,12,13,14,14,15,12};
buf->append(vertices, 16, indices, 24);
}
//...
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