tried making naming more uniform and implemented most of the opengl managers
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@@ -15,7 +15,7 @@ std::error_code zgl::mesh_data::build_from(
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const GLsizei stride,
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const std::span<const ztu::u32> index_buffer,
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const ztu::u32 material_id,
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const components::mesh_vertex::flags components,
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const mesh_vertex_components::flags components,
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mesh_data& data
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) {
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if (not std::ranges::all_of(component_types, type_utils::is_valid_type))
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@@ -9,7 +9,7 @@ inline mesh_data::mesh_data(
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const GLuint index_vbo_id,
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const GLuint vao_id,
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const ztu::u32 material_id,
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const components::mesh_vertex::flags components,
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const mesh_vertex_components::flags components,
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const GLsizei index_count
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) :
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m_handle{
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@@ -38,7 +38,7 @@ inline mesh_data& mesh_data::operator=(mesh_data&& other) noexcept
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other.m_vertex_vbo_id = 0;
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other.m_index_vbo_id = 0;
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other.m_material_id = 0;
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other.m_component_types = components::mesh_vertex::flags::none;
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other.m_component_types = mesh_vertex_components::flags::none;
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}
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return *this;
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@@ -56,7 +56,7 @@ inline mesh_data::mesh_data(mesh_data&& other) noexcept :
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other.m_vertex_vbo_id = 0;
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other.m_index_vbo_id = 0;
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other.m_material_id = 0;
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other.m_component_types = components::mesh_vertex::flags::none;
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other.m_component_types = mesh_vertex_components::flags::none;
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}
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inline mesh_data::~mesh_data() {
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@@ -77,7 +77,7 @@ inline mesh_handle mesh_data::handle() const
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return m_handle;
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}
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inline components::mesh_vertex::flags mesh_data::components() const
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inline mesh_vertex_components::flags mesh_data::components() const
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{
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return m_component_types;
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}
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@@ -59,7 +59,7 @@ inline point_cloud_handle point_cloud_data::handle() const
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return m_handle;
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}
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inline components::point_cloud_vertex::flags point_cloud_data::components() const
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inline point_cloud_vertex_components::flags point_cloud_data::components() const
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{
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return m_component_types;
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}
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