and their type, so that one can add an attribute without knowing its type. It is useful
when working with plugin.
example:
vcg::tri::NameTypeScope myScope;
AddNameTypeBound<int>(myScope,std::string("number");
AddNameTypeBound<float>(myScope,std::string("incoming_light"));
we have crated a scope myScope where "number" is bound a int and incoming_light is a float
In another part of code where I may not know the type of "number", I can still do:
AddPerVertexAttribute(myScope, mesh, "number");
and an int attibute name "number" will be added.
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