+/*
+ * One by one adders for simplified access (mostly procedural stuff)
+ */
+static void scene_push_tri( scene *pscene, u32 tri[3] )
+{
+ pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
+ &pscene->indice_cap, 3, sizeof(u32) );
+
+ u32 *dst = &pscene->indices[pscene->indice_count];
+ dst[0] = tri[0];
+ dst[1] = tri[1];
+ dst[2] = tri[2];
+
+ pscene->indice_count += 3;
+}
+
+static void scene_push_vert( scene *pscene, mdl_vert *v )
+{
+ pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
+ &pscene->vertex_cap, 1, sizeof(mdl_vert) );
+
+ pscene->verts[pscene->vertex_count ++] = *v;
+}
+