#pragma once #include "MGL.h" namespace Aftr { class MGLRawTerrain : public MGL { public: static MGLRawTerrain* New( WO* parent, float* vertices, unsigned int x, unsigned int y, double xIgnoredPercentage, double yIgnoredColorPercentage );//3 float for each vertex in the model, topology is assumed that each triangle is seperate (flat), some sort of merging is possible virtual ~MGLRawTerrain(); virtual void render( const Camera& cam ); protected: MGLRawTerrain( WO* parent ); virtual void onCreate( float* vertices, unsigned int x, unsigned int y, double xIgnoredPercentage, double yIgnoredColorPercentage ); }; };