YourGameLib
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Member yourgame::gl::Shape::make (std::vector< ArrBufferDescr > arDescrs, std::vector< Buffer * > arBuffers, ElemArrBufferDescr elArDescr, Buffer *elArBuffer)
what about unbinding the buffers (ARRAY, ELEMENT_ARRAY) after creating the VAO?
Class yourgame::math::Particles

change count during runtime?

prevent scatterOnSpawn during spawn() on init

communicate that the system is eventually "finished" if respawn == false

depth sorting?