Commit a216e08b authored by Lázár Bence Kis's avatar Lázár Bence Kis
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Skinned box primitive generation refactored

parent 27aa3603
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Compare 7557ae3e to 42e3360a
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Subproject commit 7557ae3e6b178fd4071a50eb5f490d41ea7393ba
Subproject commit 42e3360a4a7c06df00432003e4d8d6ed2c098602
+3 −2
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@@ -296,12 +296,13 @@ void Presenter::initialize()
    // // Bear with me, as this requires a bit more elaborate setup. We will be using
    // // a procedurally generated box again, but this time with bone IDs and weights
    // // assigned to its vertices. You may look into the implementation of the
    // // insert_procedural_box_solid() method to see how the bone IDs and weights
    // // insert_procedural_box_skinned() method to see how the bone IDs and weights
    // // are set up in a skinned buffer.
    // // The box has two bones, influencing the bottom and top sides.
    // // First, we need to create a material supporting skinning and insert a box using it.
    // gfx::Material* skinned_material = gfx::material_system()->insert_default_lit_skinning_material("skinned_material", { "game" }, vec3{ 0.0f, 0.75f, 1.f });
    // com::Folder* const skinned_box = gfx::object_system()->insert_object({ "game", "skinned_box" }, skinned_material, box_primitive);
    // gfx::Buffer* skinned_primitive = gfx::buffer_generators()->insert_procedural_box_skinned({ 0.5f, 0.5f, 0.5f }, "skinned_box", { "game" });
    // com::Folder* const skinned_box = gfx::object_system()->insert_object({ "game", "skinned_box" }, skinned_material, skinned_primitive);

    // // Next, we need to create a frame for the skinned box, position it
    // // in the scene the usual way and link it to the object.