LesDingeriesDeDjalimSurOpenGL/include/Mesh3D.h
Djalim Simaila 430b1fb364 ♻️ (engine, Mesh3D): refactor 3D object handling
- Introduce Mesh3D class with vertices, texture, VBO/VAO.
- Replace Object3D struct and textures map in engine with Mesh3D objects.
- Update createObject to load from file path instead of vertex array.
- Adjust cube rendering to use new vertex count.
- Remove debug prints from Texture2D loading.
- Toggle fragment shader color vs texture usage.
2025-10-24 07:58:20 +02:00

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C++

#ifndef _MESH3D
#define _MESH3D
#include "Texture2D.h"
#include <vector>
#include <string>
namespace djalim {
class Mesh3D {
public:
Mesh3D();
Mesh3D(const std::string& filepath);
std::vector<float> meshVertices;
int numMeshVertices = 0;
void loadOBJFile(const std::string& filepath);
Texture2D texture;
GLuint VBO;
GLuint VAO;
};
}
#endif // !_MESH3D