void STKMeshSceneNode::createGLMeshes() { for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i) { scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); GLmeshes.push_back(allocateMeshBuffer(mb)); } }
void STKMeshSceneNode::createGLMeshes() { for (u32 i = 0; i<Mesh->getMeshBufferCount(); ++i) { scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); GLmeshes.push_back(allocateMeshBuffer(mb)); } isMaterialInitialized = false; isGLInitialized = false; }