Josh Posted March 2, 2024 Posted March 2, 2024 Here you go. Just make sure you have indices as well as vertices: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); world->SetAmbientLight(1); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -1); auto model = CreateSphere(world); //Create point model auto model2 = CreateModel(world); std::vector<uint32_t> indices(model->lods[0]->meshes[0]->vertices.size()); for (int n = 0; n < indices.size(); ++n) indices[n] = n; auto mesh = CreateMesh(MESH_POINTS, model->lods[0]->meshes[0]->vertices, indices); model2->AddMesh(mesh); model = nullptr; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { model2->Turn(0, 1, 0); world->Update(); world->Render(framebuffer); } return 0; } 3 Quote Let's build cool stuff and have fun.
Yue Posted March 2, 2024 Posted March 2, 2024 Powerfull. Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
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