Utility/Mesh: Refactor Mesh & Submeshes

This commit is contained in:
Jérôme Leclercq
2018-05-03 13:32:17 +02:00
parent 03e976993f
commit d94baf133b
15 changed files with 250 additions and 224 deletions

View File

@@ -311,20 +311,10 @@ namespace Nz
vertexMapper.Unmap();
StaticMeshRef subMesh = StaticMesh::New(mesh);
if (!subMesh->Create(vertexBuffer))
{
NazaraError("Failed to create StaticMesh");
continue;
}
if (parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
subMesh->GenerateAABB();
subMesh->SetIndexBuffer(indexBuffer);
subMesh->SetAABB(subMesh->GetAABB() * 0.5f);
subMesh->SetMaterialIndex(meshes[i].material);
subMesh->SetPrimitiveMode(PrimitiveMode_TriangleList);
// Ce que nous pouvons générer dépend des données à disposition (par exemple les tangentes nécessitent des coordonnées de texture)
if (hasNormals && hasTexCoords)