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Inside Macintosh: 3D Graphics Programming With QuickDraw 3D /
Chapter 4 - Geometric Objects / Geometric Objects Reference
Data Structures


Meshes

A mesh is a collection of vertices and faces that represent a topological polyhedron. The polyhedron does not need to be closed (that is, a mesh may have a boundary). The structure of a mesh is maintained privately by QuickDraw 3D. You create a new empty mesh by calling Q3Mesh_New, and you can add vertices and faces by calling Q3Mesh_VertexNew and Q3Mesh_FaceNew.

IMPORTANT
QuickDraw 3D supports meshes primarily for interactive rendering of polygonal models, not for representing large polygonal databases. A mesh is always a retained object, never an immediate object. As a result, QuickDraw 3D does not supply routines to draw or write meshes.
A mesh can have a set of attributes attached to it; you call the Q3Geometry_SetAttributeSet function to attach an attribute set to a mesh. In addition, each mesh vertex, face, edge, and corner can have a set of attributes attached to it.

There is only one public data structure defined for meshes, the mesh iterator structure. You use the mesh iterator structure when you call any one of a large number of mesh iterators. The mesh iterator structure is defined by the TQ3MeshIterator data type.

typedef struct TQ3MeshIterator {
   void                       *var1;
   void                       *var2;
   void                       *var3;
   struct {
      void                    *field1;
      char                    field2[4];
   } var4;
} TQ3MeshIterator;
Field Description
var1
Reserved for use by Apple Computer, Inc.
var2
Reserved for use by Apple Computer, Inc.
var3
Reserved for use by Apple Computer, Inc.
var4
Reserved for use by Apple Computer, Inc.
field1
Reserved for use by Apple Computer, Inc.
field2
Reserved for use by Apple Computer, Inc.

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© Apple Computer, Inc.
11 JUL 1996




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