moved texture GPU data loading to Root

reordered node and mesh rendering data generation
materials no longer create their own shaders
This commit is contained in:
devZoGok
2026-06-27 10:21:40 +03:00
parent cc59f9160c
commit 4578f0c6ad
10 changed files with 278 additions and 149 deletions
+4 -2
View File
@@ -1,4 +1,5 @@
#include "imageReader.h"
#include "root.h"
#include "stb_image.h"
@@ -16,8 +17,9 @@ namespace vb01{
Asset* ImageReader::readAsset(string path){
stbi_set_flip_vertically_on_load(flip);
int width, height, numChannels;
int width, height, numChannels, layerId;
u8 *data = stbi_load(path.c_str(), &width, &height, &numChannels, 0);
return new ImageAsset(path, data, width, height, numChannels);
Root::getSingleton()->initTextureDataOnGpu(Root::getSingleton()->getMeshTextureBuffer(), data, width, height, layerId);
return new ImageAsset(path, data, width, height, numChannels, layerId);
}
}