9 ////////////////////////////////////////////////////////////////////////////////
11 Mesh::Mesh(std::vector<GLfloat>&& v, std::vector<GLuint>&& i)
12 : vertices(std::move(v)), indices(std::move(i))
17 float Mesh::min(size_t start) const
19 if (start >= vertices.size())
23 float v = vertices[start];
24 for (size_t i=start; i < vertices.size(); i += 3)
26 v = fmin(v, vertices[i]);
31 float Mesh::max(size_t start) const
33 if (start >= vertices.size())
37 float v = vertices[start];
38 for (size_t i=start; i < vertices.size(); i += 3)
40 v = fmax(v, vertices[i]);
45 int Mesh::triCount() const
47 return indices.size()/3;
49 bool Mesh::empty() const
51 return vertices.size() == 0;