Now supporting multiple material per mesh. Simon changed glDrawElementsBaseVertex to glDrawElements in DrawFinalPass.cpp Hallelulijah!
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@@ -22,7 +22,7 @@ class RawModel : public Resource
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friend class ResourceManager;
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protected:
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RawModel(std::string fileName);
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RawModel(std::string& fileName);
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public:
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~RawModel();
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@@ -63,12 +63,18 @@ public:
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glm::mat4 m_Matrix;
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private:
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void ReadMeshFile(std::string filePath);
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void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialFile(std::string filePath);
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void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
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//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
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};
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