#include "Graphics/Renderable.h" #include "AssetManager/ModelImporter.h" #include "PerfCounter.h" BarinkEngine::Renderable::Renderable() { /* VAO.Create(); VAO.Bind(); vertexBuffer.createBuffer(); vertexBuffer.Bind(false); vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false); elementBuffer.createBuffer(); elementBuffer.Bind(true); elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true); VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex)); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices)); glEnableVertexAttribArray(1); //vertexBuffer.Unbind(false); VAO.Unbind(); */ } BarinkEngine::Renderable::~Renderable() { // glDeleteBuffers(1, &UV_id); } // Draw call Example !! /* VAO.Bind(); elementBuffer.Bind(true); glActiveTexture(GL_TEXTURE0); glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0); texture->Bind(); ES->verts = meshes[0].vertices.size(); ES->DC++; glDrawElements(GL_TRIANGLES, static_cast(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL); VAO.Unbind(); */