removed unused files,
removed unused functions, removed unused variables, reduced dynamic stack memory (there was too much allocated), moved some code around into better place, implemented destructor (there is still a std::_face_node left on the stack when the program is done),
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@@ -6,9 +6,10 @@
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#include <glm\gtc\matrix_transform.hpp>
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#include "shader.hpp"
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#include "import.h"
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#include "Texture.h"
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#include <iostream>
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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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//#define TEXTURE_NAME "Textures/texture32R.tga"
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@@ -31,6 +32,17 @@ OpenGLController::~OpenGLController()
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glDeleteTextures(1, &gluiSamplerID);
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glfwTerminate();
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while (!vModels.empty())
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{
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Modl* cursor = vModels.back();
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vModels.pop_back();
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delete cursor->uv;
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delete cursor->mesh;
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delete cursor->vertex;
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delete cursor;
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}
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}
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@@ -95,6 +107,27 @@ void OpenGLController::processInit()
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// draw vertics only from one side
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glEnable(GL_CULL_FACE);
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// generate stuff
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glGenVertexArrays(1, &gluiVertexArrayID);
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glBindVertexArray(gluiVertexArrayID);
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glGenBuffers(1, &gluiVertexBufferID);
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glGenBuffers(1, &gluiUVBufferID);
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// get the painter ready
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try
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{
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gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
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}
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catch (std::invalid_argument e)
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{
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MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
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gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
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}
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void OpenGLController::startGLFW()
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@@ -266,38 +299,11 @@ void OpenGLController::updateScene()
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void OpenGLController::loadMsh(const char * path)
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{
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// generate stuff
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glGenVertexArrays(1, &gluiVertexArrayID);
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glBindVertexArray(gluiVertexArrayID);
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glGenBuffers(1, &gluiVertexBufferID);
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glGenBuffers(1, &gluiUVBufferID);
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try
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{
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gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
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}
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catch (std::invalid_argument e)
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{
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MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
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gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
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// get data
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std::list<std::string> listTextures;
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try
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{
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Object obj(path);
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vModels = obj.getModels();
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//vfVertices = obj.getVertex();
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//vfUV = obj.getUV();
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//listTextures = obj.getTexture();
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//ui32MeshSize = obj.getSize();
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}
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catch (std::invalid_argument e)
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{
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