// TODO: CREATE A DEFAULT SHADER public Mesh(float[] vertices, float[] textureCoordinates, float[] normals, uint[] indices, Shader shader) { Shader = shader; VertexArray = new VertexArray(vertices, textureCoordinates, normals, indices); _transform = Matrix4.Identity; _scale = new Vector3(1); }
public Cube(Shader shader) : base(CubeVertices, CubeTextureCoordinates, new float[0], CubeIndices, shader) { }
public Mesh(Shader shader) : this(new float[0], new float[0], new float[0], new uint[0], shader) { }