Mesh/MeshParams: Replace flipUVs by texCoordOffset and texCoordScale

This commit is contained in:
Lynix
2016-11-24 09:43:56 +01:00
parent 3ae5bfad63
commit 0c8128b7e4
6 changed files with 52 additions and 62 deletions

View File

@@ -28,25 +28,15 @@ namespace Nz
{
struct NAZARA_UTILITY_API MeshParams : ResourceParameters
{
MeshParams(); // Vérifie que le storage par défaut est supporté (software autrement)
MeshParams();
// La transformation appliquée à tous les sommets du mesh
Matrix4f matrix = Matrix4f::Identity();
// Si ceci sera le stockage utilisé par les buffers
UInt32 storage = DataStorage_Hardware;
// Charger une version animée du mesh si possible ?
bool animated = true;
// Faut-il centrer le mesh autour de l'origine ?
bool center = false;
// Faut-il retourner les UV ?
bool flipUVs = false;
// Faut-il optimiser les index buffers ? (Rendu plus rapide, mais le chargement dure plus longtemps)
bool optimizeIndexBuffers = true;
Matrix4f matrix = Matrix4f::Identity(); ///< A matrix which will transform every vertex position
UInt32 storage = DataStorage_Hardware; ///< The place where the buffers will be allocated
Vector2f texCoordOffset = {0.f, 0.f}; ///< Offset to apply on the texture coordinates (not scaled)
Vector2f texCoordScale = {1.f, 1.f}; ///< Scale to apply on the texture coordinates
bool animated = true; ///< If true, will load an animated version of the model if possible
bool center = false; ///< If true, will center the mesh vertices around the origin
bool optimizeIndexBuffers = true; ///< Optimize the index buffers after loading, improve cache locality (and thus rendering speed) but increase loading time.
bool IsValid() const;
};