// TODO(jhuang). BUG(jhuang): this has memory issue. void RenderableBound::setupMeshWithBound(const string& meshName, Bound& bound) { mMesh = MeshManager::getInstance()->getAsset(meshName); if (!mMesh) { mMesh = MeshManager::getInstance()->loadFromShape(meshName, bound); SubMeshList& submeshes = mMesh->getSubMeshes(); assert(submeshes.size() == 1); mSubMesh = submeshes[0]; assert(mSubMesh != NULL && mSubMesh->getNumIndices() == 36); } else { bound.updateMesh(*mMesh); assert(mSubMesh->getNumIndices() == 36); } }