17 scaling = trans::scaling3d(scale);
33 for (
unsigned int i = 0; i < size; i++) {
40 matModel_in =
matModel * matModel_in;
41 for (
auto &mesh :
meshes) {
vec3 getCenterOfMass(const Vertex *vertices, const unsigned int size)
backend for all rendering purposes
void makeRequiredTriangles(const std::vector< Vertex > &vertices, const std::vector< uint32_t > &indices, const mat4f &modelmat)
fill triangles array by doing required clipping and culling
Mesh * currentMesh
which material to use for further render calls
void draw(engine &graphicsEngine, mat4f matModel_in=mat4f())
const mat4f & refreshModel()
void setpos(const vec3 &position)
std::vector< drawable< Vertex > * > meshes
void delpos(const vec3 &delta)
void setScale(const vec3 &scale)
void setRotation(float angle, const vec3 &axis)