add("winding", &Loader::winding);
}
-void Mesh::Loader::vertices(const vector<VertexComponent> &c)
+void Mesh::Loader::vertices(const vector<VertexAttribute> &a)
{
- if(c.empty())
- throw invalid_argument("No vertex components");
+ if(a.empty())
+ throw invalid_argument("No vertex attributes");
VertexFormat fmt;
- for(vector<VertexComponent>::const_iterator i=c.begin(); i!=c.end(); ++i)
+ for(vector<VertexAttribute>::const_iterator i=a.begin(); i!=a.end(); ++i)
fmt = (fmt, *i);
obj.vertices.reset(fmt);
load_sub(obj.vertices);