12 void useDefaultTexture(std::vector<std::unique_ptr<TextureLoadData>> &textureLoadData);
15 loadMesh(
const std::filesystem::path &filePath, std::vector<Vertex> &vertices, std::vector<uint32_t> &indices,
16 std::vector<std::unique_ptr<TextureLoadData>>& textureLoadData)
override;
20 bool invert_x =
false,
bool invert_y =
false,
bool invert_z =
false);
24 getModel(
const std::filesystem::path &filePath, tinygltf::Model &model, tinygltf::TinyGLTF &loader)
const;
void loadMesh(const std::filesystem::path &filePath, std::vector< Vertex > &vertices, std::vector< uint32_t > &indices, std::vector< std::unique_ptr< TextureLoadData > > &textureLoadData) override
void useDefaultTexture(std::vector< std::unique_ptr< TextureLoadData > > &textureLoadData)
glm::vec2 getVec2FromMemory(const float *memory, size_t accessIndex)
tinygltf::Model & getModel(const std::filesystem::path &filePath, tinygltf::Model &model, tinygltf::TinyGLTF &loader) const
glm::vec3 getVec3FromMemory(const float *memory, size_t accessIndex, bool invert_x=false, bool invert_y=false, bool invert_z=false)
Log category system implementation.