On 10/21/2014 06:40 PM, Antoine Villeret wrote:
hello,
the only reason why I do not use VertexBuffer directly into modelloader.h is because VertexBuffer might use some OpenGL calls, at least it uses OpenGL variables. In a thought of leaving all OpenGL stuff outside model plugins, I avoid using VertexBuffer directly. But it might not be a good reason...
no, it's a very good reason. as stated before, i strongly believe that any modelloader plugin MUST NOT know anything about openGL.
using VertexBuffer would have been save, as long as create/render/destroy are not used. but i agree, that this is fragile, and we should use a type for returning the data, that is guaranteed to not have anything openGL specific.
i'm thinking about a VertexData type, that is a stripped down version of VertexBuffer (without anything related to openGL). VertexBuffer would then simply have a member of this type (and some other types that handle the openGL stuff; these should probably be hidden in a PIMPL anyhow)
Also this work is still in progress since material, color and some other properties need to be ported to VertexBuffer too (in my opinion).
yes of course. i thought color was already there, but we need to add support for materials.
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