[comment] commented some temporary code in the main and commented a new method that gets the size of a model.
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@@ -52,6 +52,9 @@ int main(void)
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texture.reflectivity = 0;
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, texture };
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models::TexturedModel model = { raw_model, texture };
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/**
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* load and add some models (in this case some level sections) to the entities list.
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* */
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std::vector<entities::Entity> entities;
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std::vector<entities::Entity> entities;
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int z = 0;
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int z = 0;
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for (int i = 0; i < 5; ++i)
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for (int i = 0; i < 5; ++i)
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@@ -82,6 +85,9 @@ int main(void)
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shader.LoadLight(light);
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shader.LoadLight(light);
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shader.LoadViewMatrix(camera);
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shader.LoadViewMatrix(camera);
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/**
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* renders eacht entitie in the entities list
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**/
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for (entities::Entity& entity : entities)
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for (entities::Entity& entity : entities)
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{
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{
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render_engine::renderer::Render(entity, shader);
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render_engine::renderer::Render(entity, shader);
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@@ -10,6 +10,8 @@ namespace models
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This structure represents a Bare bones Model (A mesh without a texture).
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This structure represents a Bare bones Model (A mesh without a texture).
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The vao_id, points to an ID stored by openGL and the
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The vao_id, points to an ID stored by openGL and the
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vertex_count is how many triangles in the mesh there are.
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vertex_count is how many triangles in the mesh there are.
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model_size is a vec3 that contains the size of the loaded model.
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*/
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*/
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struct RawModel
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struct RawModel
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{
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{
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@@ -128,6 +128,11 @@ namespace render_engine
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
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}
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}
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/**
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* @brief gets the width, height and depth of a model
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* @param positions all the points of a model
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* @returns vec3<float> the size values of a model (width, height and depth)
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**/
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static glm::vec3 GetSizeModel(std::vector<float>& positions)
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static glm::vec3 GetSizeModel(std::vector<float>& positions)
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{
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{
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float minX = 100;
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float minX = 100;
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