void BloomScreen::onAwake() { BloomCamera::create(); playerGo = new GameObject("Player"); playerGo->getTransform()->setPosition(Vector3(-10, 0, -10)); MeshRenderer* playerMr = playerGo->addComponent<MeshRenderer>(); playerMr->setMaterial(Resources::load<Material>("shaders/Internal-MeshRendererTexture")); playerMr->getMaterial()->setMainTexture(Resources::load<Texture2d>("models/curuthers/Whiskers_diffuse").cast<Texture>()); arc<Mesh> mesh = Resources::load<Mesh>("models/curuthers/curuthers"); MeshFilter* playerMf = playerGo->addComponent<MeshFilter>(); playerMf->setMesh(mesh); }
void LayerScreen::onAwake() { cameraGo = LayerCamera::create(); playerGo = new GameObject("Player"); //playerGo->setLayer(1 << 1); playerGo->getTransform()->setPosition(Vector3(0, 0, 0)); MeshRenderer* playerMr = playerGo->addComponent<MeshRenderer>(); playerMr->setMaterial(Resources::load<Material>("shaders/textured")); playerMr->getMaterial()->setMainTexture(Resources::load<Texture2d>("models/curuthers/Whiskers_diffuse")); Mesh* mesh = Resources::load<Mesh>("models/curuthers/curuthers"); MeshFilter* playerMf = playerGo->addComponent<MeshFilter>(); playerMf->setMesh(mesh); }