Split buffer struct into VAO+VBO+IBO structs

This commit is contained in:
bloeys
2024-04-13 02:59:31 +04:00
parent 524ef068f0
commit 692167ada2
8 changed files with 193 additions and 148 deletions

View File

@ -34,7 +34,7 @@ import (
- Cascaded shadow mapping
- Skeletal animations
- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
- Renderer batching
- Scene graph
- Separate engine loop from rendering loop? or leave it to the user?
@ -812,7 +812,7 @@ func (g *Game) DrawSkybox() {
gl.Disable(gl.CULL_FACE)
gl.DepthFunc(gl.LEQUAL)
skyboxMesh.Buf.Bind()
skyboxMesh.Vao.Bind()
skyboxMat.Bind()
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)