void draw() const;
void draw(Renderer &) const;
+ /** Binds the mesh for rendering. The vertex array is applied using generic
+ attributes only. Uses vertex array object if possible. */
void bind() const;
static void unbind();
- virtual Resource::AsyncLoader *load(IO::Seekable &);
+ virtual int get_load_priority() const { return 1; }
+ virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
virtual UInt64 get_data_size() const;
virtual void unload();
};