Adding PhotoSphere demo.  Needs to be refactored to use Resources and CM...

...ake rules for the external EXIV2.exe parser.
Why do we have static meshes for a sphere, but manually assemble the faces
of the cube?

On Tue, Oct 21, 2014 at 7:31 PM, Brad Davis <notifications@github.com>
wrote:

> In examples/cpp/common/GlUtils.cpp:
>
> > @@ -345,11 +345,43 @@ gl::GeometryPtr GlUtils::getQuadGeometry(const glm::vec2 & min,
> >    i.push_back(1);
> >    i.push_back(3);
> >    return gl::GeometryPtr(new gl::Geometry(
> > -      v, i, 2,
> > -      // Buffer has texture coordinates
> > +    v, i, 2,
> > +    // Buffer has texture coordinates
> > +    gl::Geometry::Flag::HAS_TEXTURE,
> > +    // Indices are for a triangle strip
> > +    GL_TRIANGLES));
> > +}
> > +
> > +gl::GeometryPtr GlUtils::getSphereGeometry(float radius, int du, int dv) {
>
> You do realize that there is not one, but two different sphere meshes
> here:
> https://github.com/OculusRiftInAction/OculusRiftInActionResources/tree/master/meshes
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/OculusRiftInAction/OculusRiftInAction/pull/36/files#r19168597>
> .
>