<commit_before>//
//  Mesh.h
//  Chilli Source
//
//  Created by <NAME> on 06/10/2010.
//  Copyright 2010 Tag Games. All rights reserved.
//

#ifndef _CHILLISOURCE_RENDERING_MODEL_MESH_H_
#define _CHILLISOURCE_RENDERING_MODEL_MESH_H_

#include <ChilliSource/ChilliSource.h>
#include <ChilliSource/Core/Math/Geometry/Shapes.h>
#include <ChilliSource/Core/Resource/Resource.h>

namespace ChilliSource
{
	namespace Rendering
	{
		class Mesh final : public Core::Resource
		{
		public:
			
			CS_DECLARE_NAMEDTYPE(Mesh);
            
			//---------------------------------------------------------------------
			/// @author <NAME>
			///
            /// @param Interface ID type
            ///
			/// @return Whether this object is of given type
			//---------------------------------------------------------------------
			bool IsA(Core::InterfaceIDType in_interfaceId) const override;
            //----------------------------------------------------------------------------
            /// Build the mesh from the given description. This will build the mesh buffers
            /// and sub meshes<commit_msg>Adding missing header comments to mesh<commit_after>//
//  Mesh.h
//  Chilli Source
//
//  Created by <NAME> on 06/10/2010.
//  Copyright 2010 Tag Games. All rights reserved.
//

#ifndef _CHILLISOURCE_RENDERING_MODEL_MESH_H_
#define _CHILLISOURCE_RENDERING_MODEL_MESH_H_

#include <ChilliSource/ChilliSource.h>
#include <ChilliSource/Core/Math/Geometry/Shapes.h>
#include <ChilliSource/Core/Resource/Resource.h>

namespace ChilliSource
{
	namespace Rendering
	{
        //---------------------------------------------------------------------
        /// Holds the sub meshes and skeleton that make up a mesh resource.
        /// Provides methods for building and rendering the mesh
        ///
        /// @author <NAME>
        //---------------------------------------------------------------------
		class Mesh final : public Core::Resource
		{
		public:
			
			CS_DECLARE_NAMEDTYPE(Mesh);
            
			//---------------------------------------------------------------------
			/// @author <NAME>
			///
            /// @param Interface ID type
            ///
			/// @return Whether this object is of given type
			//---------------------------------------------------------------------
			bool IsA(Core::InterfaceIDType in_interfaceId) const override;
            //----------------------------------------------------------------------------
            /// Build the mesh from the given description. This will build the mesh buffers
            /// and sub meshes
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