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authorraysan5 <[email protected]>2018-04-30 02:47:48 +0200
committerraysan5 <[email protected]>2018-04-30 02:47:48 +0200
commit23e335d93355a948adeb8d10ee6277939aaab43e (patch)
treea4401f9880974bddc077db33dfb66551d5c91122 /examples/models
parentc51203ae7e7aefac5fa95097d424aefdbe9c759c (diff)
downloadraylib-23e335d93355a948adeb8d10ee6277939aaab43e.tar.gz
raylib-23e335d93355a948adeb8d10ee6277939aaab43e.zip
Implemented MeshTangents()
- Added Vector3OrthoNormalize() to raymath.h - not sure if it is correct - Implemented MeshBinormals() - Mesh struct has not a place for them... - Updated model_material_pbr example - tested but not working on my GPU (old Intel HD), actually, it never worked on it...
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_material_pbr.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 4ad2c9e7..ee13fddf 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -38,6 +38,7 @@ int main()
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
+ MeshTangents(&model.mesh);
model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Define lights attributes