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author630Studios <[email protected]>2021-07-16 18:33:49 -0500
committerGitHub <[email protected]>2021-07-17 01:33:49 +0200
commit53bb87c8fbbda465370ea4cda597204ca110a26f (patch)
tree9a88afbc2b3ba68ccdc54792f7454e4342d88535
parent9aaf7a8057255d751b066fd21076f64e25987c3d (diff)
downloadraylib-53bb87c8fbbda465370ea4cda597204ca110a26f.tar.gz
raylib-53bb87c8fbbda465370ea4cda597204ca110a26f.zip
[Models] Better Fix for GenMeshTangents issue #1876 (#1878)
* GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final * Code Style Changes Final 2 * GenMeshTangents better handling for issue #1876 * GenMeshTangents better handling for issue #1876 * GenMeshTangents: Better fix for issue #1876 * vboId location fix
-rw-r--r--src/models.c35
1 files changed, 23 insertions, 12 deletions
diff --git a/src/models.c b/src/models.c
index 917e1c21..da9219bf 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh)
}
else
{
- rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
RL_FREE(mesh->tangents);
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
}
@@ -2713,34 +2712,46 @@ void GenMeshTangents(Mesh *mesh)
Vector3 tangent = tan1[i];
// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
- #if defined(COMPUTE_TANGENTS_METHOD_01)
+ #if defined(COMPUTE_TANGENTS_METHOD_01)
Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
tmp = Vector3Normalize(tmp);
mesh->tangents[i*4 + 0] = tmp.x;
mesh->tangents[i*4 + 1] = tmp.y;
mesh->tangents[i*4 + 2] = tmp.z;
mesh->tangents[i*4 + 3] = 1.0f;
- #else
+ #else
Vector3OrthoNormalize(&normal, &tangent);
mesh->tangents[i*4 + 0] = tangent.x;
mesh->tangents[i*4 + 1] = tangent.y;
mesh->tangents[i*4 + 2] = tangent.z;
mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
- #endif
+ #endif
}
RL_FREE(tan1);
RL_FREE(tan2);
- // Load a new tangent attributes buffer
- mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
-
-
- rlEnableVertexArray(mesh->vaoId);
- rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
- rlEnableVertexAttribute(4);
- rlDisableVertexArray();
+ if (mesh->vboId != NULL)
+ {
+
+ if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
+ {
+ // Upate existing vertex buffer
+ rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
+ }
+ else
+ {
+ // Load a new tangent attributes buffer
+ mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
+ }
+
+ rlEnableVertexArray(mesh->vaoId);
+ rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
+ rlEnableVertexAttribute(4);
+ rlDisableVertexArray();
+ }
+
TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
}