I noticed that Irrlicht.NET uses structure extensively for some lightwight data structure like lights, material, matrix, vector, etc., which is good, but there are place that makes it very cumbersome. A good example will be when one attempt to modify the object's material.
Let's say I wish to modify merely the EmissiveColor of an object. I have to do the following,
Material mat = myObject.GetMaterial(0);
mat.EmissiveColor = new Color(255, 255, 0, 0);
myObject.SetMaterial(0, mat);
Things would be much simpler if Material was made into a class. Then one can achieve the same thing above via,
myObject.GetMaterial(0).Color(255, 255, 0, 0);
Any comments on that?
Cumber Syntax in Irrlicht.NET
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You will find you will need to wrap not only the structures.
Platform 3D Engine using Irrlicht.NET
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