Handle byte stride on vertex buffers

Vertex buffers (and only vertex buffers) may have a byte stride
specified.
This commit is contained in:
JosiahWI
2023-11-29 19:57:58 -06:00
committed by Josiah VanderZee
parent 86026f9205
commit 95a4030b50
4 changed files with 93 additions and 3 deletions

View File

@ -1,8 +1,12 @@
#include "CReadFile.h"
#include <irrlicht.h>
// Catch needs to be included after Irrlicht so that it sees operator<<
// declarations.
#define CATCH_CONFIG_MAIN
#include <catch.hpp>
#include <irrlicht.h>
#include <iostream>
using namespace std;
@ -49,7 +53,11 @@ TEST_CASE("load empty gltf file") {
}
TEST_CASE("minimal triangle") {
ScopedMesh sm("source/Irrlicht/tests/assets/minimal_triangle.gltf");
auto path = GENERATE(
"source/Irrlicht/tests/assets/minimal_triangle.gltf",
"source/Irrlicht/tests/assets/triangle_with_vertex_stride.gltf");
INFO(path);
ScopedMesh sm(path);
REQUIRE(sm.getMesh() != nullptr);
REQUIRE(sm.getMesh()->getMeshBufferCount() == 1);