- // You'll need to add scale, rotation, material, mesh number, etc.,
- // to this structure
- float x,y,z;
+ GLfloat x, y, z; // Amount of rotation on axis
+} point;
+
+// A type for texture id/scale data
+typedef struct {
+ int id;
+ GLfloat scale;
+} texturedat;
+
+// A type to maintain the state of an object in the scene
+typedef struct {
+ int mesh; // Mesh index number
+ texturedat texture; // Texture index number
+ GLfloat x,y,z; // Scene position
+ GLfloat scale[3]; // Scale vector
+ point rotation; // Rotation transformation