16.09.2020

~ Fixed shading import
~ Fixed "Plate" mesh
~ Move the dll files into "SMCode"
This commit is contained in:
Michel Fedde 2020-09-16 19:12:53 +02:00
parent 421d03f91d
commit 9889366317
27 changed files with 30 additions and 17 deletions

View file

@ -1,44 +0,0 @@
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL.Mesh
{
public class Mesh : GLObject
{
public static int BufferSizeMultiplier = 3;
protected override bool AutoCompile { get; } = true;
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
public virtual PrimitiveType PrimitiveType { get; } = PrimitiveType.Triangles;
public virtual VBO Vertex { get; }
public virtual VBO UVs { get; }
public virtual VBO Normals { get; }
public virtual Dictionary<int, VBO> AttribDataIndex { get; }
public Mesh()
{
AttribDataIndex = new Dictionary<int, VBO>()
{
{0, Vertex},
{1, UVs},
{2, Normals},
};
}
protected override void Compile()
{
_id = GL.GenVertexArray();
GL.BindVertexArray(_id);
if (AttribDataIndex == null) throw new Exception("[Critical] The model requires a attribute data index.");
foreach (KeyValuePair<int, VBO> kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
GL.BindVertexArray(0);
}
}
}