#include "xgfxworldvertexdata.h" XGfxWorldVertexData::XGfxWorldVertexData() : XAsset() { } void XGfxWorldVertexData::ParseData(QDataStream *aStream) { if (GetPtr() == -1) { // Parse vertex count int vertexCount; *aStream >> vertexCount; // Clear existing data before parsing new data mVertices.clear(); // Parse vertices for (int i = 0; i < vertexCount; ++i) { XGfxWorldVertex vertex; vertex.ParseData(aStream); mVertices.append(vertex); } // Skip D3DVertexBuffer pointer - we'll handle this appropriately later qint32 bufferPtr; *aStream >> bufferPtr; if (bufferPtr == -1) { } } } QVector& XGfxWorldVertexData::GetVertices() { return mVertices; } const QVector& XGfxWorldVertexData::GetVertices() const { return mVertices; } void XGfxWorldVertexData::SetVertices(const QVector& vertices) { mVertices = vertices; } int XGfxWorldVertexData::GetVertexBufferPtr() const { return mVertexBufferPtr; } void XGfxWorldVertexData::SetVertexBufferPtr(int ptr) { mVertexBufferPtr = ptr; }