Object to be used with engine class.
Object node mesh specifically for rendering.
bool hasRecreatedBuffers()
Object node VBO renderer.
vector< int32_t > * vboNormalMappingIds
ObjectNodeRenderer(ObjectNode *objectNode)
Constructor.
vector< int32_t > * vboBaseIds
vector< int32_t > * vboOrigins
VBOManager_VBOManaged * vboManagedBase
VBOManager_VBOManaged * vboManagedOrigins
VBOManager_VBOManaged * vboManagedLods
void dispose()
Disposes the object node.
VBOManager_VBOManaged * vboManagedNormalMapping
void preRender(int contextIdx)
Pre render step like uploading VBOs and such.
vector< int32_t > * vboLods
Object node specifically for rendering.
Interface to compute shader skinning shader program.
#define FORBID_CLASS_COPY(CLASS)