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authordec05eba <dec05eba@protonmail.com>2020-02-29 03:05:36 +0100
committerdec05eba <dec05eba@protonmail.com>2021-11-18 15:22:10 +0100
commit12c36c61c3f8d19c44cb2e5ffdf3ed812a0390d2 (patch)
tree5c45ed12702335ba5a30706ba413daab95995af9 /README.md
parentc3453fedbd270afe8d9dfc7f288ea7205f029b86 (diff)
Implement .a3d model loader (amalgine specific format)
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-## Prerequisite
+# Amalgine
+## Models
+Use https://gitlab.com/DEC05EBA/amalgine-model-converter to convert a 3d model to a format that amalgine can use.
+
+# Prerequisite
`glfw3`, `glew`, `glm`, [sibs](https://github.com/DEC05EBA/sibs) and a C++14 compiler.
# TODO
* Make use shader a no-op if already in use.
-* Render vertices using glDrawElements instead of glDrawArrays.
+* Render vertices using glDrawElements instead of glDrawArrays (support rendering using indices to vertices/normals/texcoords).
* Use opencl with bullet instead of using cpu.
* Remove obj loader and create an external program that uses assimp to convert different models to an amalgine specific binary file format.
This will allow amalgine to easily load models and animations with minimal code, no matter what the original format is.