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authorKonAki <konaki@anokonaki.org>2026-10-09 18:21:19 +0800
committerKonAki <konaki@anokonaki.org>2026-10-09 18:21:19 +0800
commit0d73e4712f8472bf8e004faadc79dab453684866 (patch)
treeeb1ddfc88a23eb96c9dfbff481ad9051b3b27c70 /kon/konmodel.h
parent29ac0888951c423d6673fff10c93e60b0434f204 (diff)
Add asset groups and automatic model textures
Diffstat (limited to 'kon/konmodel.h')
-rw-r--r--kon/konmodel.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/kon/konmodel.h b/kon/konmodel.h
index 1c64891..8ce36c8 100644
--- a/kon/konmodel.h
+++ b/kon/konmodel.h
@@ -107,10 +107,12 @@ typedef struct kon_model {
kon_model_t *kon_modelLoad(const uint8_t *data, size_t size);
void kon_modelFree(kon_model_t *model);
-/* loads .kmdl files through the asset manager, returns the type id for kon_assetGetAs or -1 */
+/* loads .kmdl files through the asset manager, returns the type id for kon_assetGetAs or -1.
+ a model gets its textures when it is loaded and gives them back when it is collected, you don't need to bind them yourself */
int kon_modelRegister(kon_assets_t *assets);
-/* gets every texture the materials name and keeps it in use until unbind. missing ones are left untextured */
+/* gets every texture the materials name and keeps it in use until unbind. missing ones are left untextured.
+ only needed for models you loaded without the asset manager */
void kon_modelBindTextures(kon_model_t *model, kon_assets_t *assets);
void kon_modelUnbindTextures(kon_model_t *model, kon_assets_t *assets);