glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- drawModelRecursive(levelScene, levelScene->mRootNode);
+ drawSceneRecursive(levelScene, levelScene->mRootNode);
glDisable(GL_LIGHT0);
glFlush();
glEnd();
}
-void drawModelRecursive(const AiScene* model, const AiNode* node) {
- if (((*model).mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
+void drawSceneRecursive(const AiScene* scene, const AiNode* node) {
+ if (((*scene).mFlags & AI_SCENE_FLAGS_INCOMPLETE) == AI_SCENE_FLAGS_INCOMPLETE) {
return;
}
for (int i = 0; i < (*node).mNumMeshes; ++i) {
- const AiMesh* mesh = (*model).mMeshes[(*node).mMeshes[i]];
+ const AiMesh* mesh = (*scene).mMeshes[(*node).mMeshes[i]];
for (int k = 0; k < (*mesh).mNumFaces; ++k) {
const AiFace face = (*mesh).mFaces[k];
}
for (int i = 0; i < (*node).mNumChildren; ++i) {
- drawModelRecursive(model, (*node).mChildren[i]);
+ drawSceneRecursive(scene, (*node).mChildren[i]);
}
}
#ifndef RENDER_H_
#define RENDER_H_
-const struct aiScene* model; // TODO remove
+#include "assimp_types.h"
void renderScene();
void drawAxes();
-void drawModelRecursive(const struct aiScene* model, const struct aiNode* node);
+void drawSceneRecursive(const AiScene* scene, const AiNode* node);
#endif