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Can now load multiple primitives

Authored by Ybalrid on Tue, Apr 30, 9:59 PM.

Description

Can now load multiple primitives

before we were at renderable = mesh = 1 gltf primitive
now we do rendrable = submesh = 1 gltfp primitive, with no real "mesh"
abstraction.

1 renerable = 1 VAO, 1 material, 1 texture binding set and 1 shader
program

TODO add a mesh abstraction that is a bunch of "renderables" that form
one object

TODO do not load the same texture multiple times!

Details

Committed
YbalridTue, Apr 30, 9:59 PM
Pushed
YbalridTue, Apr 30, 10:02 PM
Parents
rGLSDLBASE63a50e9627f4: enable backface culling
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