kick
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#include <mesh.h>
Public Member Functions | |
void | bind (Shader *shader) |
void | render (unsigned int submeshIndex) |
std::string | name () |
void | setName (std::string n) |
void | setMeshData (std::shared_ptr< MeshData > m) |
std::shared_ptr< MeshData > | meshData () |
Represents Mesh data on the GPU. Whenever mesh data is updated, then MeshData needs to be reassigned (future update would be using observer pattern to make this update automatically).