Framework for mesh handeling #2
Labels
No Milestone
No project
No Assignees
1 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: Daniel/Engine_silk.NET#2
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
During the process of creating a cube sphere the following would make such things much easier (this might change once assimp is used, but this will be looked at for the "real" engine):
Add sealed class "Mesh" as well as "Material" (maybe also sealed)
Constructor of "Mesh" should register itself to be rendered
Mesh should look something like this:
While constructing mesh/reconstructing mesh, the vbo has to have vertices and their normals and uv coord while ebo contains indices (look into whether these indices need to be different when normals etc are included?)
Material should have a Shader, if none is specified, a default shader should be used (one that can handle stuff like no uv defined etc. maybe factory pattern for different default shaders?)