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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Working with index buffers

Index buffers are a type of attribute. Unlike attributes, an index buffer is bound to GL_ELEMENT_ARRAY_BUFFER and can be used to draw primitives. Because of this, you will implement index buffers in their own class, rather than reuse the Attribute class.

The IndexBuffer class declaration

Create a new file, IndexBuffer.h. You will be adding the declaration of the IndexBuffer class to this new file. Like an Attribute object, IndexBuffer will contain an OpenGL handle and a count, with getter functions for both.

The copy constructor and assignment operator need to be disabled to avoid having multiple IndexBuffer objects referencing the same OpenGL buffer. The Set function takes an unsigned integer array and the length of the array, but there is a convenience overload that takes a vector as well:

class IndexBuffer {
public:
    unsigned int mHandle;
    unsigned int mCount;
private:
    IndexBuffer...
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