On 10/21/2014 06:40 PM, Antoine Villeret wrote: > hello, > > the only reason why I do not use VertexBuffer directly into > modelloader.h is because VertexBuffer might use some OpenGL calls, at > least it uses OpenGL variables. > In a thought of leaving all OpenGL stuff outside model plugins, I > avoid using VertexBuffer directly. > But it might not be a good reason...
no, it's a very good reason. as stated before, i strongly believe that any modelloader plugin MUST NOT know anything about openGL. using VertexBuffer would have been save, as long as create/render/destroy are not used. but i agree, that this is fragile, and we should use a type for returning the data, that is guaranteed to not have anything openGL specific. i'm thinking about a VertexData type, that is a stripped down version of VertexBuffer (without anything related to openGL). VertexBuffer would then simply have a member of this type (and some other types that handle the openGL stuff; these should probably be hidden in a PIMPL anyhow) > > Also this work is still in progress since material, color and some > other properties need to be ported to VertexBuffer too (in my > opinion). yes of course. i thought color was already there, but we need to add support for materials. fgmrdsa IOhannes
signature.asc
Description: OpenPGP digital signature
_______________________________________________ GEM-dev mailing list [email protected] http://lists.puredata.info/listinfo/gem-dev
