tried making naming more uniform and implemented most of the opengl managers
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@@ -19,7 +19,7 @@ private:
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GLuint index_vbo_id,
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GLuint vao_id,
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ztu::u32 material_id,
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components::mesh_vertex::flags components,
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mesh_vertex_components::flags components,
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GLsizei index_count
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);
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@@ -33,7 +33,7 @@ public:
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GLsizei stride,
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std::span<const ztu::u32> index_buffer,
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ztu::u32 material_id,
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components::mesh_vertex::flags components,
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mesh_vertex_components::flags components,
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mesh_data& data
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);
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@@ -47,7 +47,7 @@ public:
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[[nodiscard]] mesh_handle handle() const;
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[[nodiscard]] components::mesh_vertex::flags components() const;
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[[nodiscard]] mesh_vertex_components::flags components() const;
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[[nodiscard]] ztu::u32 material_id() const;
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@@ -57,8 +57,8 @@ private:
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GLuint m_vertex_vbo_id{ 0 };
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GLuint m_index_vbo_id{ 0 };
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ztu::u32 m_material_id{ 0 };
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components::mesh_vertex::flags m_component_types{
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components::mesh_vertex::flags::none
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mesh_vertex_components::flags m_component_types{
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mesh_vertex_components::flags::none
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};
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};
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}
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