Files
aego/demos/scene-load/stubres.go
T
sanspie 17cb5e4291 Stage 2-5: assets, scene/ECS, editor, 3D, and Aego Script
Stage 2: render pipeline and UI toolkit over gpu/platform.
Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS.
Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth).
Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
2026-10-08 13:17:28 +03:00

37 lines
656 B
Go

package sceneload
import (
"aego/asset"
"aego/core/ids"
"aego/render/mesh"
"aego/render/texture"
)
type stubResolver struct {
region texture.Region
}
func (s *stubResolver) Texture(ids.AssetID) (texture.Region, bool) {
return s.region, !s.region.IsZero()
}
func (s *stubResolver) Mesh(ids.AssetID) (*mesh.Mesh, bool) {
return nil, false
}
func (s *stubResolver) Scene(ids.AssetID) ([]byte, bool) {
return nil, false
}
func (s *stubResolver) Prefab(ids.AssetID) ([]byte, bool) {
return nil, false
}
func (s *stubResolver) Generation() uint32 {
return 1
}
func (s *stubResolver) Subscribe(func(asset.Reloaded)) func() {
return func() {}
}