Model* LoadModelPlus(char* name/*, GLuint program, char* vertexVariableName, char* normalVariableName, char* texCoordVariableName*/) { Model *m; m = LoadModel(name); BuildModelVAO2(m/*, program, vertexVariableName, normalVariableName, texCoordVariableName*/); return m; }
Model* LoadModelPlus(char* name/*, GLuint program, char* vertexVariableName, char* normalVariableName, char* texCoordVariableName*/) { Model *m; m = LoadModel(name); #ifdef __linux__ glGenVertexArrays(1, &m->vao); #endif //glBindVertexArray(m->vao); BuildModelVAO2(m/*, program, vertexVariableName, normalVariableName, texCoordVariableName*/); return m; }
// Loader for inline data to Model (almost same as LoadModelPlus) Model* LoadDataToModel( GLfloat *vertices, GLfloat *normals, GLfloat *texCoords, GLfloat *colors, GLuint *indices, int numVert, int numInd) { Model* m = malloc(sizeof(Model)); memset(m, 0, sizeof(Model)); m->vertexArray = vertices; m->texCoordArray = texCoords; m->normalArray = normals; m->indexArray = indices; m->numVertices = numVert; m->numIndices = numInd; BuildModelVAO2(m); return m; }