Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

Revision:
45:5ef809480c12
Parent:
44:2432c218f191
Child:
47:199042980678
--- a/Scene.h	Wed Oct 30 02:50:58 2013 +0000
+++ b/Scene.h	Mon Dec 23 18:04:07 2013 +0000
@@ -40,9 +40,12 @@
     
      // Building methods:
      // NOTE: I will try to have an encapsulated class, so I prefer not to refer to global variables (like the renderer lsr)
-    void addVertex(V3& _v3, Mat44& _RT); // this add a vertex USING THE CURRENT MODELVIEW (in global lsr object). NOTE: it is NOT projected and added to the myDisplaySensingBuffer yet.
+    void addVertex(V3& _v3);// add a vertex in LOCAL COORDINATES
+    void addVertex(V3& _v3, Mat44& _RT); // this will be usefull to add a vertex USING THE CURRENT MODELVIEW (in global lsr object) when 
+    // creating objects using the "open-gl" like "begin/end" wrappers. NOTE: it is NOT projected and added to the myDisplaySensingBuffer yet.
     void clear(); // this deletes all the vertices and their projections from *this BaseObject instance
     
+    // Transformation of vertices:
     void transform(Mat44& _RT); // this transform all the vertices of the object by _RT
     
     // void render(LaserRenderer* ptr_lsr); // this will project ALL the 3d points in the object vertexArray and store into display sensing buffer (myDisplaySensingBuffer), using