
But is it the best choice to separate level loading and the GameMap object? The loading functions could be static methods of GameMap or normal methods of the ResourceManager singleton. I'd find this more intuitive than having it separated.
Skorpio {l Wrote}:Many programs and engines use different tangent space normal maps. Some have the tangent vectors inverted, others the binormal vectors, or both. Even Blender 2.49 and 2.5 use different normal maps. I wonder why NMs are not standardized.
That means if I want to use a normal map from Sculptris in Blender 2.49, I have to invert both the green and red channels, for Blender 2.5 I can leave it as it is, and for Ogre I have to invert the red or green channel. However, I'm not absolutely sure if everything is correct after inverting the channels.
StefanP.MUC {l Wrote}:I just pushed a commit introducing a new namespace "Helper". For the AS binding I needed some useful function like converting strings to numbers and checking if a string is a number. I moved them all into this new namespace. So, if we should stumble across string to number conversions (there are lots of passages that have many stringstreams just for this purpose, so it'S good to have central place for this task) in the code we should convert them to use these Helper:: functions.
svenskmand {l Wrote}:A string to int is certainly not a 3-liner, also it is so general purpose that I find it wierd to not use a library. Even this function is alot of work to have it functioning well (handle special cases, throw corresponding exceptions etc.)
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