Clean up VAO and texture IDs. I don't want to manage those
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@@ -120,19 +120,11 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
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Mesh sphere = generateSphere(1.0, 40, 40);
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uint ballVAO = generateBuffer(sphere);
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uint boxVAO = generateBuffer(box, true);
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uint padVAO = generateBuffer(pad);
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// textures
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t_charmap = loadPNGFile("../res/textures/charmap.png");
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t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png");
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t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png");
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uint t_charmapID = generateTexture(t_charmap);
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uint t_cobble_diffID = generateTexture(t_cobble_diff);
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uint t_cobble_normalID = generateTexture(t_cobble_normal);
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rootNode = createSceneNode();
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boxNode = createSceneNode(NORMAL_TEXTURED_GEOMETRY);
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padNode = createSceneNode();
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@@ -148,21 +140,15 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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hudNode->children.push_back(textNode);
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//rootNode->children.push_back(textNode);
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boxNode->vertexArrayObjectID = boxVAO;
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boxNode->VAOIndexCount = box.indices.size();
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boxNode->diffuseTextureID = t_cobble_diffID;
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boxNode->normalTextureID = t_cobble_normalID;
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boxNode->setMesh(&box);
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boxNode->setTexture(&t_cobble_diff, &t_cobble_normal);
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padNode->vertexArrayObjectID = padVAO;
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padNode->VAOIndexCount = pad.indices.size();
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ballNode->vertexArrayObjectID = ballVAO;
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ballNode->VAOIndexCount = sphere.indices.size();
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padNode->setMesh(&pad);
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ballNode->setMesh(&sphere);
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// task 1a, add point lights
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for (int i = 0; i<3; i++) {
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lightNode[i] = createSceneNode();
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lightNode[i]->nodeType = SceneNodeType::POINT_LIGHT;
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lightNode[i] = createSceneNode(POINT_LIGHT);
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lightNode[i]->lightID = i;
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}
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rootNode->children.push_back(lightNode[0]);
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@@ -182,7 +168,7 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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textNode->rotation = vec3(0.0, 0.0, 0.0);
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textNode->vertexArrayObjectID = generateBuffer(hello_world);
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textNode->VAOIndexCount = hello_world.indices.size();
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textNode->diffuseTextureID = t_charmapID;
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textNode->setTexture(&t_charmap);
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textNode->isIlluminated = false;
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textNode->isInverted = true;
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@@ -235,11 +221,6 @@ void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4
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if (node->targeted_by != nullptr) {
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assert(node->targeted_by->nodeType == SPOT_LIGHT);
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node->targeted_by->rotation = vec3(MV*glm::vec4(node->position, 1.0));
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//std::cout << node->targeted_by->rotation[0]
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// << " " << node->targeted_by->rotation[1]
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// << " " << node->targeted_by->rotation[2]
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// << std::endl;
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}
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}
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