public:
Loader(Mesh &, bool = true);
private:
- void vertices(const std::vector<VertexComponent> &);
+ void vertices(const std::vector<VertexAttribute> &);
void batch(PrimitiveType);
void winding(FaceWinding);
};
mutable unsigned short dirty;
bool disallow_rendering;
const WindingTest *winding;
+ std::string debug_name;
public:
Mesh(ResourceManager * = 0);
virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
virtual UInt64 get_data_size() const;
virtual void unload();
+
+ void set_debug_name(const std::string &);
};
} // namespace GL