use different variables to store the data. The aim is to handle even not triangulated mesh files.

At the moment there is a problem with the UV using the new method
This commit is contained in:
Anakin
2016-11-20 12:26:23 +01:00
parent 927ce1cd0a
commit 57df0a2e15
4 changed files with 80 additions and 29 deletions

View File

@@ -24,8 +24,9 @@ struct Segment {
std::uint32_t textureIndex = 0;
float* vertex = nullptr;
float* uv = nullptr;
std::uint32_t* mesh = nullptr;
std::uint32_t meshSize = 0;
std::uint32_t* mesh = nullptr; // not used when using vector
std::uint32_t meshSize = 0; //not used when using vector
std::vector<std::vector<std::uint32_t>*> meshIndices; // indices into vertex array
};
struct Modl {