add clearAssets method to viewer
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@@ -31,7 +31,9 @@ SceneAsset::SceneAsset(FilamentAsset *asset, Engine *engine,
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Log("Created animation buffers for %d", _embeddedAnimationStatus.size());
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}
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SceneAsset::~SceneAsset() { _asset = nullptr; }
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SceneAsset::~SceneAsset() {
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// we defer all destructor work to SceneAssetLoader so we don't need to do anything here
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}
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void SceneAsset::applyWeights(float *weights, int count) {
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RenderableManager &rm = _engine->getRenderableManager();
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@@ -110,6 +112,19 @@ void SceneAsset::stopAnimation(int index) {
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_embeddedAnimationStatus[index].started = false;
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}
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// void SceneAsset:swapTexture() {
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// materialInstance = material2.createInstance()
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// baseColor = loadTexture(filament.engine, context.resources, R.drawable.wall_tex_at, TextureType.COLOR)
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// normal = loadTexture(filament.engine, context.resources,R.drawable.wall_tex_n,TextureType.NORMAL)
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// ao = loadTexture(filament.engine, context.resources,R.drawable.wall_tex_ao,TextureType.DATA)
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// roughnessMetallic = loadTexture(filament.engine, context.resources,R.drawable.wall_tex_ms,TextureType.DATA)
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// val rm = filament.engine.renderableManager
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// val sampler = TextureSampler()
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// sampler.anisotropy = 8.0f
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// material.setParameter("baseColorIndex",0)
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// material.setParameter("baseColorMap",baseColor,sampler)
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// }
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void SceneAsset::updateEmbeddedAnimations() {
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auto now = high_resolution_clock::now();
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for (auto &status : _embeddedAnimationStatus) {
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