Incorrectly loading a model, Adding a VertexArray abstraction
* Using import library assimp to incorrectly load a cube.obj * Using a temporary Renderable class as a placeholder for all data needed to render the mesh. * Vertex Array abstraction added
This commit is contained in:
@ -4,7 +4,10 @@
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#define TINYGLTF_NO_EXTERNAL_IMAGE
|
||||
|
||||
#include <tiny_gltf.h>
|
||||
#include <MyGraphicsEngine/Mesh.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <string>
|
||||
|
||||
@ -14,9 +17,11 @@ private:
|
||||
void ImportBlend(std::string path);
|
||||
void ImportGLTF(std::string path);
|
||||
void ImportOBJ(std::string path);
|
||||
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
|
||||
|
||||
public:
|
||||
void Import(std::string path);
|
||||
|
||||
static void Test();
|
||||
static std::vector<BarinkEngine::Mesh> Test();
|
||||
};
|
Reference in New Issue
Block a user