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tsymalla
reviewed
Jul 29, 2018
| { | ||
| public: | ||
| Mesh(std::string identifier, Vertex vertices[], int vertSize, unsigned int indices[], int indexSize); | ||
| void reasign(std::string identifier, Vertex vertices[], int vertSize, unsigned int indices[], int indexSize); //Added by Majid |
Shervanator
commented
Jul 29, 2018
| m_meshCache[identifier] = m_meshData; | ||
| } | ||
| } | ||
| void Mesh::reasign(std::string identifier, Vertex vertices[], int vertSize, unsigned int indices[], int indexSize) //Added by Majid |
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need to find out why reasign was added, as its not really used for animation from what i see
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In fact, I want to add skeletal animation to your Engine, but after some work, I figure out that the animations apply to the entities implemented by some shaders. I use "reasign" and also "recreateMesh" to apply animations (change mesh vertexes) but It should be implemented by shader. I will work on it in the future and try to implement it through shader
Shervanator
commented
Jul 29, 2018
| #endif | ||
| } | ||
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| void MeshData::recreateMesh(Vertex *vertices, int vertSize, unsigned int *indices, int indexSize) //Added by Majid |
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same as this, what was recreateMesh added for, is it useful?
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contribution by Majid Anjidani