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| author | Ray <[email protected]> | 2021-06-17 00:04:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-06-17 00:04:24 +0200 |
| commit | 4decbb258617f67c6b3122412fe1c698507b1331 (patch) | |
| tree | 6436588538007eedf863770e1052747480ef556e /src/models.c | |
| parent | f3d38018cdc306503b7533bfe3a9f1f70ed7edc4 (diff) | |
| download | raylib-4decbb258617f67c6b3122412fe1c698507b1331.tar.gz raylib-4decbb258617f67c6b3122412fe1c698507b1331.zip | |
RENAMED: MeshTangents() -> GenMeshTangents()
RENAMED: MeshBinormals() -> GenMeshBinormals()
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/models.c b/src/models.c index 09cd431c..f9dec64f 100644 --- a/src/models.c +++ b/src/models.c @@ -2646,7 +2646,7 @@ BoundingBox GetMeshBoundingBox(Mesh mesh) // Compute mesh tangents // NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates // Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html -void MeshTangents(Mesh *mesh) +void GenMeshTangents(Mesh *mesh) { if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting"); @@ -2726,7 +2726,7 @@ void MeshTangents(Mesh *mesh) } // Compute mesh binormals (aka bitangent) -void MeshBinormals(Mesh *mesh) +void GenMeshBinormals(Mesh *mesh) { for (int i = 0; i < mesh->vertexCount; i++) { |
