A serious refactor. Moved the entire window management process to another thread. Made a plotting interface with DLL exports. Refactored camera and changed transformation approach based on Jordan's suggestions

This commit is contained in:
2025-08-25 03:09:32 -05:00
parent b775d5a90f
commit 59162408f1
15 changed files with 566 additions and 293 deletions

View File

@@ -100,16 +100,13 @@ bool load_body(Body* out_body, const char* obj_filepath) {
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
*out_body = { .pose = glm::mat4(1),
.scale = 1.0f,
.ebo = ebo,
.vao = vao,
.vbo = vbo,
.shader = 0,
.verts = verts,
.faces = faces,
.color = glm::vec4(0.5, 0.5, 0.5, 1)
};
out_body->pose = glm::mat4(1);
out_body->ebo = ebo;
out_body->vao = vao;
out_body->vbo = vbo;
out_body->shader = 0;
out_body->verts = verts;
out_body->faces = faces;
return true;
}