void loadMeshes(){ INFO("Loading all meshes..."); MeshPtr mesh; LoadManager::loadMesh("cube.obj"); mesh = LoadManager::getMesh("cube.obj"); mesh->resize(); mesh->calculateNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->generateTextureCoordinateBuffer(); mesh->calculateLimits(); mesh->calculateTangents(); mesh->generateTangentBuffer(); LoadManager::loadMesh("plane.obj"); mesh = LoadManager::getMesh("plane.obj"); mesh->resize(); mesh->loadObjNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->generateTextureCoordinateBuffer(); mesh->calculateLimits(); mesh->calculateTangents(); mesh->generateTangentBuffer(); LoadManager::loadMesh("particles.obj"); mesh = LoadManager::getMesh("particles.obj"); mesh->loadObjNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->generateTextureCoordinateBuffer(); mesh->calculateLimits(); mesh->calculateTangents(); mesh->generateTangentBuffer(); LoadManager::loadMesh("plane2.obj"); mesh = LoadManager::getMesh("plane2.obj"); mesh->resize(); mesh->calculateNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->calculateLimits(); LoadManager::loadMesh("grid.obj"); mesh = LoadManager::getMesh("grid.obj"); mesh->resize(); mesh->calculateNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->generateTextureCoordinateBuffer(); mesh->calculateLimits(); mesh->calculateTangents(); mesh->generateTangentBuffer(); LoadManager::loadMesh("stream.obj"); mesh = LoadManager::getMesh("stream.obj"); mesh->resize(); mesh->calculateNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->calculateLimits(); LoadManager::loadMesh("sphere.obj"); mesh = LoadManager::getMesh("sphere.obj"); mesh->resize(); mesh->calculateNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->generateTextureCoordinateBuffer(); mesh->calculateLimits(); mesh->calculateTangents(); mesh->generateTangentBuffer(); LoadManager::loadMesh("gun.obj"); mesh = LoadManager::getMesh("gun.obj"); mesh->resize(); mesh->calculateNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); mesh->generateTextureCoordinateBuffer(); mesh->calculateLimits(); mesh->calculateTangents(); mesh->generateTangentBuffer(); LoadManager::loadMesh("interpcube.obj"); mesh = LoadManager::getMesh("interpcube.obj"); //mesh->resize(); // Don't resize this mesh->calculateNormals(); mesh->generateVertexBuffer(); mesh->generateIndexBuffer(); mesh->generateNormalBuffer(); }