add_type<Font>().keyword("font");
add_type<KeyFrame>().suffix(".kframe").keyword("keyframe");
add_type<Material>().suffix(".mat").keyword("material");
- add_type<Mesh>().keyword("mesh");
+ add_type<Mesh>().keyword("mesh").creator(&Resources::create_mesh);
add_type<Object>().keyword("object");
add_type<Pose>().keyword("pose");
add_type<Program>().keyword("shader");
resource_manager = m;
}
+Mesh *Resources::create_mesh(const string &name)
+{
+ if(!resource_manager)
+ return 0;
+
+ if(RefPtr<IO::Seekable> io = open_from_sources(name))
+ {
+ RefPtr<GL::Mesh> mesh = new GL::Mesh(resource_manager);
+ resource_manager->set_resource_location(*mesh, *this, name);
+ return mesh.release();
+ }
+
+ return 0;
+}
+
Texture2D *Resources::create_texture2d(const string &name)
{
string ext = FS::extpart(name);