if (mCurrentSection)
{
OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
"You cannot call begin() again until after you call end()",
"ManualObject::beginUpdate");
}
if (sectionIndex >= mSectionList.size())
{
OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
"Invalid section index - out of range.",
"ManualObject::beginUpdate");
}
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For each vertex, call position(), normal(), textureCoord(), colour() to define your vertex data. Note that each time you call position() you start a new vertex. Note that the first vertex defines the components of the vertex - you can't add more after that. For example if you didn't call normal() in the first vertex, you cannot call it in any others. You ought to call the same combination of methods per vertex.
It is for a water surface. I have looked at the water example included with OGRE and they appear to use Vertex Buffers instead so I think I will have to do that.