Merge branch 'MemoryOptimization' into Importer

# Conflicts:
#	include/Engine/Rendering/Model.h
#	src/Engine/Collision/Collision.cpp
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Collision/TriggerSystem.cpp
#	src/Game/Systems/SpawnerSystem.cpp
This commit is contained in:
William Moberg
2016-03-14 02:06:53 +01:00
17 changed files with 91 additions and 89 deletions
+16 -10
View File
@@ -16,21 +16,24 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_Materials; }
//const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_Vertices.size(); }
//size_t NumberOfVertices() const { return m_RawModel->NumVertices(); }
//const std::vector<unsigned int>& Indices() const { return m_RawModel->Indices(); }
const RawModel::RenderVertex* Vertices() const { return m_RawModel->Vertices(); }
size_t NumberOfVertices() const { return m_RawModel->NumVertices(); }
const std::vector<unsigned int>& Indices() const { return m_RawModel->Indices(); }
const RawModel::Vertex* CollisionVertices() const { return m_RawModel->CollisionVertices(); }
const std::vector<unsigned int>& CollisionIndices() const { return m_RawModel->CollisionIndices(); }
//const RawModel::Vertex* CollisionVertices() const { return m_RawModel->CollisionVertices(); }
//const std::vector<unsigned int>& CollisionIndices() const { return m_RawModel->CollisionIndices(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
bool IsSkinned() const { return m_IsSkinned; }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
//RawModel* m_RawModel;
Skeleton* m_Skeleton = nullptr;
std::vector<glm::vec3> m_Vertices;
std::vector<unsigned int> m_Indices;
private:
AABB m_Box;
@@ -40,6 +43,9 @@ private:
GLuint TangentNormalsBuffer;
GLuint BiTangentNormalsBuffer;
GLuint TextureCoordBuffer;
std::vector<RawModel::MaterialProperties> m_Materials;
bool m_IsSkinned;
};
#endif