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authorRay <[email protected]>2021-06-17 00:04:24 +0200
committerRay <[email protected]>2021-06-17 00:04:24 +0200
commit4decbb258617f67c6b3122412fe1c698507b1331 (patch)
tree6436588538007eedf863770e1052747480ef556e /src/models.c
parentf3d38018cdc306503b7533bfe3a9f1f70ed7edc4 (diff)
downloadraylib-4decbb258617f67c6b3122412fe1c698507b1331.tar.gz
raylib-4decbb258617f67c6b3122412fe1c698507b1331.zip
RENAMED: MeshTangents() -> GenMeshTangents()
RENAMED: MeshBinormals() -> GenMeshBinormals()
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c4
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++)
{