My Project
ColladaModelLoader.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
10  {
11  public:
14 
15  public:
19  ParaXEntity* LoadSingleEntity(const char* filename);
20 
25  int LoadMultipleInstances(const char* filename);
26 
27  private:
28  // some intermediary data structures.
30  bool m_bCreateXFile;
31 
32  };
33 }
different physics engine has different winding order.
Definition: EventBinding.h:32
loading collada model to internal format.
Definition: ColladaModelLoader.h:9
int LoadMultipleInstances(const char *filename)
load the collada scene instances to the current scene.
Definition: ColladaModelLoader.cpp:69
Definition: ParaXEntity.h:9
ParaXEntity * LoadSingleEntity(const char *filename)
load the collada file as a single ParaXEntity.
Definition: ColladaModelLoader.cpp:64