- 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.
12 lines
199 B
GLSL
12 lines
199 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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//FragColor = texture(ourTexture, TexCoord);
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}
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