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Add Scene Loader #16

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Add Scene Loader #16

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Shervanator
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@Shervanator
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@chobomuffin lol what a scam you cant check in this:
11,683 assets/RotatingCircularLogoDark.dae

@Shervanator Shervanator force-pushed the neck_levl branch 3 times, most recently from ac2a68f to 4d49662 Compare February 18, 2016 06:04
@@ -31,8 +31,9 @@ class GLManager
GLManager(int width, int height);
~GLManager(void);

void renderScene(Entity *entity);
void renderScenes(std::vector<Entity*> entities);
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Even though it is not completely necessary you should think about passing std::vectors by reference to prevent copying. You should also think about decoupling your entity representation from the renderer and feed your renderer with the necessary structures for rendering from the outside instead of passing your entities.


void TextureData::updateTexture(unsigned char* data)
{
glBindTexture(m_textureTarget, m_textureId);
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If you have a GLManager, then try to move the GL-specific code to the GLManager (e. g. try passing a *TextureData to a GLManager->initTexture method and then initialize it there).

}

int TextureData::getHeight(void) {
return m_height;
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You could also think about implementing an isAlpha method returning if the texture is an RGBA texture which allows for transparency sorting later.

}

void Animation::updateFrameNumber(int frameNumber) {
previousFrame = currentFrame;
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You can reset your animation by using currentFrame = frameNumber % MAX_FRAMES;

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2 participants