Asset loading for Android (#97)

This commit is contained in:
saschawillems 2016-03-23 19:18:54 +01:00
parent 0966d21dc2
commit 6ee70824e5
3 changed files with 81 additions and 10 deletions

View file

@ -219,6 +219,9 @@ void VulkanExampleBase::prepare()
createSetupCommandBuffer();
// Create a simple texture loader class
textureLoader = new vkTools::VulkanTextureLoader(physicalDevice, device, queue, cmdPool);
#if defined(__ANDROID__)
textureLoader->assetManager = androidApp->activity->assetManager;
#endif
}
VkPipelineShaderStageCreateInfo VulkanExampleBase::loadShader(std::string fileName, VkShaderStageFlagBits stage)
@ -291,6 +294,11 @@ void VulkanExampleBase::loadMesh(
float scale)
{
VulkanMeshLoader *mesh = new VulkanMeshLoader();
#if defined(__ANDROID__)
mesh->assetManager = androidApp->activity->assetManager;
#endif
mesh->LoadMesh(filename);
assert(mesh->m_Entries.size() > 0);