public GeomPrimitive() { shader = null; }
public void setShader(Shader _shader) { shader = _shader; }
public void compileMeshToScene(Scene scene, Shader shader) { int faceID = 0; for (int i = 0; i < numFaces * m_vertsPerFace; i += m_vertsPerFace) { Triangle tri = new Triangle(); tri.v[0].set(v[ f[i+0] ]); tri.v[1].set(v[ f[i+1] ]); tri.v[2].set(v[ f[i+2] ]); tri.tc[0].set(tc[i + 0]); tri.tc[1].set(tc[i + 1]); tri.tc[2].set(tc[i + 2]); tri.vn[0].set(vn[i + 0]); tri.vn[1].set(vn[i + 1]); tri.vn[2].set(vn[i + 2]); tri.shaderID = faceShaderIDs[faceID]; tri.setShader(shader); scene.addPrimitive(tri); faceID++; } }