////////////////////////////////////////////////////////////////////////////////
-Mesh::Mesh(std::vector<GLfloat> v, std::vector<GLuint> i)
- : vertices(v), indices(i)
+Mesh::Mesh(std::vector<GLfloat>&& v, std::vector<GLuint>&& i)
+ : vertices(std::move(v)), indices(std::move(i))
{
// Nothing to do here
}
return v;
}
+int Mesh::triCount() const
+{
+ return indices.size()/3;
+}
bool Mesh::empty() const
{
return vertices.size() == 0;