// -----------------------------------------------------------
auto combineCallbackLambda = [](GLdouble coords[3], void* vertex_data[4], GLfloat weight[4], void** dataOut) mutable -> void CALLBACK
{
GLdouble * *vertex_data1 = (GLdouble * *)vertex_data;
GLdouble* vertex = new GLdouble[7];
vertex[0] = coords[0];
vertex[1] = coords[1];
vertex[2] = coords[2];
for (int i = 3; i < 7; i++)
vertex[i] = weight[0] * vertex_data1[0][i] + weight[1] * vertex_data1[1][i] + weight[2] * vertex_data1[2][i] + weight[3] * vertex_data1[3][i];
*dataOut = vertex;
};
void (*combineCallbackFunction)(GLdouble coords[3], void* vertex_data[4], GLfloat weight[4], void** dataOut) = combineCallbackLambda;
// ----------------------------但[]中含有捕获时不能转换-------------------------------
auto vertexCallbackLambda = [&genPositionList, &genTriangle, &genPointIndex](void* vertex_data) mutable -> void CALLBACK
{
fprintf(stdout, "Tessellation vertexCallback");
GLdouble* pt = (GLdouble*)vertex_data;
genTriangle[genPointIndex++] = pt;
if (genPointIndex >= 3)
{
genPositionList.push_back(genTriangle[0]);
genPositionList.push_back(genTriangle[1]);
genPositionList.push_back(genTriangle[2]);
genPointIndex = 0;
}
};
//void (*vertexCallbackFunction)(void*) = vertexCallbackLambda;