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Scene (Should contain all shape and texture data needed to render)
Renderable Objects
Textured Faces Struct (responsible for keeping duplicate textures within a single model to a minimum, should be able to take an index, correlating to a face, and give back that face and its texture)
Textures (Produced by, and reliant on shaders)
An OpenGL Handle
An Image (can be disposed of after calling GL.TexImage2D())
2 Dimensional Faces
Points
Vertices
Colors
Texture Coordinates (for an untextured face all texture coordinates should be 0,0)
An integer array where indices correlate to indices for the 2D Faces, and the value to a Textures index
Renderer
Buffers
A Vertex Buffer
An Element Buffer
Shader Program
An OpenGL Handle
A Vertex Shader
A Fragment Shader
By the end of all this the code needed to use it should look similar in nature to the following.
// In code using the library:varmodels=new Renderable[]{new Cube(location, sideLength, color)};// You could repeat this for all faces, any not manually assigned should be given empty textures.
models[0].Faces[0].AddTexture("texture.bmp");// models should still be writable in some capacity at this point.varscene=new Scene(models);// In the GameWindow class:// Shaders could potentially be customizable, but for now use generic shaders for the whole program.varrenderer=new Renderer();// Draw all data given from scene.
renderer.Draw(scene);
The text was updated successfully, but these errors were encountered:
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Jun 27, 2022
By the end of all this the code needed to use it should look similar in nature to the following.
The text was updated successfully, but these errors were encountered: