void VSResSurfRevLib::addCubeMapTexture(unsigned int unit, std::string posX, std::string negX, std::string posY, std::string negY, std::string posZ, std::string negZ) { int textID = loadCubeMapTexture(posX, negX, posY, negY, posZ, negZ); mMyMesh[objId].texUnits[unit] = textID; mMyMesh[objId].texTypes[unit] = GL_TEXTURE_CUBE_MAP; mMyMesh[objId].mat.texCount = 1; }
void VSResModelLib::addCubeMapTexture(unsigned int unit, std::string posX, std::string negX, std::string posY, std::string negY, std::string posZ, std::string negZ) { int textID = loadCubeMapTexture(posX, negX, posY, negY, posZ, negZ); for (unsigned int i = 0; i < mMyMeshes.size(); ++i) { mMyMeshes[i].texUnits[unit] = textID; mMyMeshes[i].texTypes[unit] = GL_TEXTURE_CUBE_MAP; mMyMeshes[i].mat.texCount = 1; } }