Now supporting multiple material per mesh. Simon changed glDrawElementsBaseVertex to glDrawElements in DrawFinalPass.cpp Hallelulijah!

This commit is contained in:
antc13
2016-01-19 17:40:34 +01:00
parent 2a3009212a
commit 3826142e94
15 changed files with 359 additions and 230 deletions
+7 -1
View File
@@ -22,7 +22,7 @@ class RawModel : public Resource
friend class ResourceManager;
protected:
RawModel(std::string fileName);
RawModel(std::string& fileName);
public:
~RawModel();
@@ -63,12 +63,18 @@ public:
glm::mat4 m_Matrix;
private:
void ReadMeshFile(std::string filePath);
void ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialFile(std::string filePath);
void ReadMaterials(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
void ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize);
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};