tried making naming more uniform and implemented most of the opengl managers
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@@ -4,9 +4,9 @@
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#include <algorithm>
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void estimate_normals(
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std::span<const components::mesh_vertex::position> vertices,
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std::span<const mesh_vertex_components::position> vertices,
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std::span<const std::array<ztu::u32, 3>> triangles,
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std::vector<components::mesh_vertex::normal>& normals
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std::vector<mesh_vertex_components::normal>& normals
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) {
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normals.resize(vertices.size());
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@@ -59,7 +59,7 @@ void estimate_normals(
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}
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}
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using normal_component_type = components::mesh_vertex::normal::component_type;
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using normal_component_type = mesh_vertex_components::normal::component_type;
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constexpr auto epsilon = std::numeric_limits<normal_component_type>::epsilon();
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for (auto& [ x, y, z ] : normals)
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