35 static std::shared_ptr<Mesh>
createSphereMesh(
const std::shared_ptr<GraphicsDevice>& device,
36 int latBands = 64,
int lonBands = 64);
39 std::shared_ptr<Mesh> createInfiniteMesh(
const std::shared_ptr<GraphicsDevice>& device)
const;
40 std::shared_ptr<Mesh> createBoxMesh(
const std::shared_ptr<GraphicsDevice>& device)
const;
41 std::shared_ptr<Mesh> createDomeMesh(
const std::shared_ptr<GraphicsDevice>& device)
const;
42 std::shared_ptr<Mesh> createMeshByType(
const std::shared_ptr<GraphicsDevice>& device,
int type)
const;
44 Scene* _scene =
nullptr;
45 std::shared_ptr<Material> _material;
46 std::shared_ptr<Mesh> _mesh;
47 std::unique_ptr<MeshInstance> _meshInstance;
static std::shared_ptr< Mesh > createSphereMesh(const std::shared_ptr< GraphicsDevice > &device, int latBands=64, int lonBands=64)
Create a full UV sphere mesh (no flattening). Used for atmosphere sky.
GPU texture resource supporting 2D, cubemap, volume, and array formats with mipmap management.