Furu
Furu
> We may need move constructors for all the objects? Perhaps? 🤔 https://en.cppreference.com/w/cpp/language/move_constructor At least every class with an custom dtor to apply the [rule-of-five](https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#c21-if-you-define-or-delete-any-copy-move-or-destructor-function-define-or-delete-them-all) . I'm personally not a...
After "deleting" the copy-ctor (for Texture and Mesh), and make them only-movable, you can use lambdas to "move" the return -value. @RobLoach ```cpp // Texture Texture(const ::Texture& other) = delete;...
> @SirNate0 @Anut-py Latest `raygui 4.0` release was a big redesign of the library moving all controls data from return values to function parameters and return values were left for...
For Context, `LoadModelFromMesh` from `rmodels.c`: ```c // Load model from generated mesh // WARNING: A shallow copy of mesh is generated, passed by value, // as long as struct contains...
~~I'm honestly not sure, my first though would be a `Mesh` and `SharedMesh` class, the `SharedMesh` can only been used by the `Model`. (Maybe something like a `shared_ptr`), but idk....
https://github.com/RobLoach/raylib-cpp/blob/master/include/Material.hpp#L54 ```cpp GETTERSETTER(::Shader, Shader, shader) GETTERSETTER(::MaterialMap*, Maps, maps) // TODO(RobLoach): Resolve the Material params being a float[4]. // GETTERSETTER(float[4], Params, params) ``` Seem like the getter for `shader` needs to...
https://github.com/RobLoach/raylib-cpp/blob/master/include/Material.hpp#L75 ~~Maybe when resetting the `shader` in `Material`, the `id` should be set to `rlGetShaderIdDefault()` and `shader.locs = nullptr;` (just to be safe).~~ https://github.com/raysan5/raylib/blob/master/examples/shaders/shaders_basic_pbr.c#L266 ```cpp // Unbind (disconnect) shader from...
Yea this is just the `ShaderUnmanaged` to solve the problem from #299, but the ownership problems for models etc. is just an issue on it's own and need more design...
I'm not quite happy with the state location, it's more of a hassle to test things. For some tests I need the `MapContext` and the Player (hand), but I assumed...
We can use tag components to bind the entities into the map scope. Big question is, should we also bind entities in specific loaded map with a `struct ParentMapCompnent {...