#pragma once #include "Renderer.h" #include "TextureManager.h" namespace ZL { struct MeshGroup { std::vector> textures; std::vector meshes; std::vector renderMeshes; }; struct AnimatedModel { std::vector parts; void RefreshRenderMeshes() { for (int i = 0; i < parts.size(); i++) { parts[i].renderMeshes.resize(parts[i].meshes.size()); for (int j = 0; j < parts[i].meshes.size(); j++) { parts[i].renderMeshes[j].AssignFrom(parts[i].meshes[j]); parts[i].renderMeshes[j].RefreshVBO(); } } } }; }