}
+glm::mat4 Instance::EyesTransform() const noexcept {
+ return model->GetEyesPart().GlobalTransform(*this);
+}
+
void Instance::Render(const glm::mat4 &M, DirectionalLighting &prog) {
model->RootPart().Render(M, *this, prog);
}
Model::Model()
: id(0)
, root()
-, part() {
+, part()
+, eyes_id(0) {
}