Now that we're able to generate geometry using the content tools, we need to send the data back to the level editor so that it can be processed further and saved to an asset file. In this video, I'll finish the last part in the C++ side that's needed to pack and send the data to the C# side. (Red Episode)
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Further reading: Memory allocation in COM: https://docs.microsoft.com/en-us/windows/win32/learnwin32/memory-allocation-in-com
keywords: mesh, geometry, vertices, UV coordinates, compression, asset pipeline
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries