• Advertisement
Sign in to follow this  

What is the basis of Scene or Resource Management?

This topic is 1937 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Recently, I've been tearing my old framework apart - rebuilding a improved one. Instead of classes for meshes, lights, etc... I'm utilizing structs due to their public accessors. I came about thinking about types of mesh's to load in game. If I gather this right that mesh holds the vertex, normals, UV coords and any subset the mesh file has, bones, skin weights, blendshapes.

Am I on the right track thinking that a static mesh should only read everything but excluding the bones, skin and blendshapes; whereas animating meshes store the whole mesh data?

Would this seem right?


struct MeshStructureData {
Mesh's Vertices position, normals, uvs, etc...
};

struct MeshBase {
...
neccessary functions to initialize buffers (vertex and indices).
function to apply material.
function to detect collision.
function to render out buffers.
};

struct StaticMesh : public MeshBase {
function to load mesh file and store necessary information.
};



The meshbase is the interface object. So, does this seem like the correct assumption how loading various of different types of meshes are? As of Static Mesh, Fracture Mesh, Physic Meshes, Foliage Meshes, Actor Meshes or what not?

Thanks for taking the time out and reading this thread!

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement