131 std::vector<mesh> meshes;
132 std::vector<types::texture> textures_loaded;
133 std::string directory;
135 void load_model(std::string path);
136 void process_node(aiNode *node,
const aiScene *scene);
137 mesh process_mesh(aiMesh *
mesh,
const aiScene *scene);
138 std::vector<types::texture> load_material_textures(aiMaterial *mat,
140 std::string type_name);
150 GLint wrapping = GL_REPEAT;
151 GLint filtering_min = GL_NEAREST;
152 GLint filtering_mag = GL_LINEAR;
153 GLboolean has_mipmap = GL_TRUE;
154 GLint mipmap_min = GL_LINEAR_MIPMAP_LINEAR;
155 GLint mipmap_mag = GL_LINEAR;
159 builder &set_path(std::string path);
160 builder &set_wrapping(GLint wrapping);
161 builder &set_filtering_min(GLint filtering_min);
162 builder &set_filtering_mag(GLint filtering_mag);
163 builder &set_has_mipmap(GLboolean has_mipmap);
164 builder &set_mipmap_min(GLint mipmap_min);
165 builder &set_mipmap_mag(GLint mipmap_mag);