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VAO passing unnecessary #110

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Cullen-Enerdyne opened this issue Dec 11, 2021 · 2 comments · Fixed by #195
Closed

VAO passing unnecessary #110

Cullen-Enerdyne opened this issue Dec 11, 2021 · 2 comments · Fixed by #195
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Enhancement Improvements. OpenGL Software related to the gaphics rendering backend. Optimization Optimizing and improving existing features and code,

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@Cullen-Enerdyne
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Currently VAOs are being passed from the engine to the high-level entities, then to the Primatives. This might be unnecessary - We should look at including a pointer to all the VAOs necessary in the Primitave class, and then every other class that inherits this has access to the VAOs needed.

@Cullen-Enerdyne Cullen-Enerdyne added OpenGL Software related to the gaphics rendering backend. Enhancement Improvements. Optimization Optimizing and improving existing features and code, labels Dec 11, 2021
@AlexvZyl
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AlexvZyl commented Dec 11, 2021

This ties in directly to #98 and the implementation will depend heavily on this.

What I think we should look at doing is this: Instead of creating Entities separate from the Engine (or I think this is going to change to Scene) we should call functions that create Entities in the Engine (or Scene) and return the pointer to the Entity. This will also work nicely with #107. This will also mean you don't have to pass the correct VAO's every time you create an entity, but I think it will mean that you will still have to pass the VAO's down from a high level.

@Cullen-Enerdyne
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Agreed. The scene should definitely own the VAOs. I think they can be passed (possibly as static members) to the primatives though when the scene is created- this will make them much more accessible.

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Enhancement Improvements. OpenGL Software related to the gaphics rendering backend. Optimization Optimizing and improving existing features and code,
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