Utility/Buffer: Refactor Buffer classes
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@@ -30,13 +30,13 @@ namespace Nz
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{
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MeshParams();
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Matrix4f matrix = Matrix4f::Identity(); ///< A matrix which will transform every vertex position
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UInt32 storage = DataStorage_Hardware; ///< The place where the buffers will be allocated
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Vector2f texCoordOffset = {0.f, 0.f}; ///< Offset to apply on the texture coordinates (not scaled)
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Vector2f texCoordScale = {1.f, 1.f}; ///< Scale to apply on the texture coordinates
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bool animated = true; ///< If true, will load an animated version of the model if possible
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bool center = false; ///< If true, will center the mesh vertices around the origin
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bool optimizeIndexBuffers = true; ///< Optimize the index buffers after loading, improve cache locality (and thus rendering speed) but increase loading time.
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Matrix4f matrix = Matrix4f::Identity(); ///< A matrix which will transform every vertex position
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DataStorage storage = DataStorage_Hardware; ///< The place where the buffers will be allocated
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Vector2f texCoordOffset = {0.f, 0.f}; ///< Offset to apply on the texture coordinates (not scaled)
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Vector2f texCoordScale = {1.f, 1.f}; ///< Scale to apply on the texture coordinates
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bool animated = true; ///< If true, will load an animated version of the model if possible
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bool center = false; ///< If true, will center the mesh vertices around the origin
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bool optimizeIndexBuffers = true; ///< Optimize the index buffers after loading, improve cache locality (and thus rendering speed) but increase loading time.
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bool IsValid() const;
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};
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