GLubyte *rgbData; // Array of bytes with the colour data for the texture
} texture;
+
+typedef GLfloat vector[3]; // Vector datatyle
+
+typedef struct {
+ GLfloat parameter; // Transform amount
+ vector* vect; // Transform vector
+} transform;
+
typedef struct {
- // You'll need to add scale, rotation, material, mesh number, etc.,
- // to this structure
- float x,y,z;
+ int mesh; // Mesh index number
+ int texture; // Texture index number
+ float x,y,z; // Scene position
+ vector* scale; // Scale vector
+ transform rotation; // Rotation transformation
} SceneObject;
// Menu enum