void ClearArrays();
+ bool IsTexturePresent();
+ bool IsNormalMapPresent();
+
private:
BoundingVolume mSceneAABB;
bool mSceneLoaded;
bool mMaterialLoaded;
+ bool mHasTexture;
+ bool mHasNormalMap;
Dali::Vector<Vector3> mPoints;
Dali::Vector<Vector2> mTextures;
void CreateGeometryArray(Dali::Vector<Vertex> & vertices,
Dali::Vector<Vector2> & textures,
Dali::Vector<VertexExt> & verticesExt,
- Dali::Vector<int> & indices);
+ Dali::Vector<unsigned short> & indices);
};