is there a reason why skyline does it per mesh
2.6 Entities
An entity is an instance of a movable object in the scene. It could be a car, a person, a dog, a shuriken, whatever. The only assumption is that it does not necessarily have a fixed position in the world.
Entities are based on discrete meshes, i.e. collections of geometry which are self-contained and typically fairly small on a world scale, which are represented by the Mesh object. Multiple entities can be based on the same mesh, since often you want to create multiple copies of the same type of object in a scene.
You create an entity by calling the SceneManager::createEntity method, giving it a name and specifying the name of the mesh object which it will be based on (e.g. ’muscleboundhero.mesh’). The SceneManager will ensure that the mesh is loaded by calling the MeshManager resource manager for you. Only one copy of the Mesh will be loaded.
Entities are not deemed to be a part of the scene until you attach them to a SceneNode (see the section below). By attaching entities to SceneNodes, you can create complex hierarchical relationships between the positions and orientations of entities. You then modify the positions of the nodes to indirectly affect the entity positions.
When a Mesh is loaded, it automatically comes with a number of materials defined. It is possible to have more than one material attached to a mesh - different parts of the mesh may use different materials. Any entity created from the mesh will automatically use the default materials. However, you can change this on a per-entity basis if you like so you can create a number of entities based on the same mesh but with different textures etc.
To understand how this works, you have to know that all Mesh objects are actually composed of SubMesh objects, each of which represents a part of the mesh using one Material. If a Mesh uses only one Material, it will only have one SubMesh.
When an Entity is created based on this Mesh, it is composed of (possibly) multiple SubEntity objects, each matching 1 for 1 with the SubMesh objects from the original Mesh. You can access the SubEntity objects using the Entity::getSubEntity method. Once you have a reference to a SubEntity, you can change the material it uses by calling it’s setMaterialName method. In this way you can make an Entity deviate from the default materials and thus create an individual looking version of it.
i just want skyline to be the best it can be and get people using it
A bit more knowledge information:
As you notice, with leadwerks you have to drag the files into a project folder and would have to do this for every project and set them up each time. Skyline has an open folder structure, so once it is setup. It is reusable in every project; but this does make thing more awkward like what you have encountered and duplicate resources.
Hope this makes sense.
when you drag the files to leadwerks and set them up you can use them in other projects you simply copy the folder where the files are to your new project.
I will leave this in your capable hands im sure you guys will work your magic
The OSVR was integrated a couple of month back
Nice for others i guess
I have chained him to his chair in the studio dungeon and feeding him stale bread and curdled milk to keep his strength up lol
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