9using namespace Tempest;
20 for(
size_t i=0; i<packed.
subMeshes.size(); ++i) {
30 mesh.
sub[i].blas = device.blas(mesh.
vbo,mesh.
ibo,sub.iboOffset,sub.iboLength);
35 b.
mesh.setObjMatrix(Matrix4x4::mkIdentity());
36 blocks.emplace_back(std::move(b));
static auto options() -> const Options &
Landscape(VisualObjects &visual, const PackedMesh &wmesh)
std::vector< BVHNode > bvhNodes
std::vector< Cluster > meshletBounds
std::vector< SubMesh > subMeshes
static Tempest::StorageBuffer ssbo(const void *data, size_t size)
static Material loadMaterial(const zenkit::Material &src, bool enableAlphaTest)
static Tempest::Device & device()
Tempest::VertexBuffer< Vertex > vbo
Tempest::IndexBuffer< uint32_t > ibo
std::vector< SubMesh > sub
const StaticMesh * mesh() const
Item get(const StaticMesh &mesh, const Material &mat, size_t iboOffset, size_t iboLength, bool staticDraw)