Angelo1211 / HybridRenderingEngine

Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
MIT License
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Decouple material system from mesh & models classes. #7

Closed Angelo1211 closed 4 years ago

Angelo1211 commented 5 years ago

Currently texture are loaded and stored directly in the model class with each mesh object containing a list of references to textures that it will use. This is inconvenient since it impedes material reuse beyond the model layer and limits the types of material possible by the texture slots it has. Working on this would allow for simpler shaders and would be an opportunity to implement run-time material switching.

Angelo1211 commented 4 years ago

Closing, project is not actively maintained anymore.