removed unecessary colors arr
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@@ -208,14 +208,14 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
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}
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// TODO refactor
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u32 Mesh::getDrawData(u32 splitIndex, VECTOR *t_vertices, VECTOR *t_normals, VECTOR *t_coordinates, VECTOR *t_colors, Vector3 &t_cameraPos)
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u32 Mesh::getDrawData(u32 splitIndex, VECTOR *t_vertices, VECTOR *t_normals, VECTOR *t_coordinates, Vector3 &t_cameraPos)
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{
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if (isMd2Loaded)
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return md2->getCurrentFrameData(t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled);
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return md2->getCurrentFrameData(t_vertices, t_normals, t_coordinates, t_cameraPos, scale, shouldBeBackfaceCulled);
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else if (isObjLoaded)
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return obj->getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled);
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return obj->getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_cameraPos, scale, shouldBeBackfaceCulled);
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else if (isDffLoaded)
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return dff->getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled);
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return dff->getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_cameraPos, scale, shouldBeBackfaceCulled);
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PRINT_ERR("Can't get draw data, because no 3D model was loaded!");
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return 0;
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}
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