#include "fsITexturedMeshRenderData.h"
fsBool fsITexturedMeshRenderData::meshSet(const fsSPolyInfo& pMesh)
{
if (!meshValidGet(pMesh))
{
return false;
}
mMesh = pMesh;
meshSetDo(mMesh);
return true;
}
const fsIRenderData::fsSPolyInfo& fsITexturedMeshRenderData::meshGet() const
{
return mMesh;
}
fsBool fsITexturedMeshRenderData::meshValidGet(const fsSPolyInfo& pMesh)
{
if (pMesh.mTriangles.size() % 3 != 0)
{
return false;
}
for (const fsU16 index : pMesh.mTriangles)<--- Consider using std::all_of or std::none_of algorithm instead of a raw loop.
{
if (index >= pMesh.mTris.size())
{
return false;
}
}
return true;
}