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View Code? Open in Web Editor NEWOpenGL Engine/Tool built in Golang
OpenGL Engine/Tool built in Golang
Would be nice to have some initial screen that says loading or something while we wait for meshes to load
Cubes & planes seem to inherit their rotation mat4 correctly in the renderer engine but meshes seem to get a bit messed up.
Would be nice to mark objects as dynamic or static and do area checks per light to see if a dynamic object is in the area of the light that way we don't rerender depth for no reason
Right now the meshes get their materials from .mtl files and fall back on values found in the json file, would be better to have it inherit its material from the json file first and fall back on .mtl file. This way we can override the default material of a mesh.
Not currently saving these correctly, need to implement
Cube adding is currently working, however I'd like to add an input for the name of the object and other options.
Need to add functionality for adding meshes and planes.
When creating meshes, the children are currently being assigned parents incorrectly,
if (x > 1) {
//assign parent
}
in /geometry/commonFunctions.go should be removed (need to double check that this will work for all objects/meshes
When compiling in the editor, when the engine checks for .dat file it stderrs about checking and causes the compilation to fail
Editor turns on lazy rendering before all children are loaded
The editor currently uses unix like commands for building (make), need to detect OS type and build accordingly.
Right now the engine currently recalculates the light view matrix for each light per frame, if the light doesn't move this is an unnecessary step that can be avoided until the light actually moves by storing the array of mat4s in the pointlight struct.
Gently handle the case of no argument being passed to the rendering engine
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