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authorRay <[email protected]>2019-04-05 16:43:09 +0200
committerRay <[email protected]>2019-04-05 16:43:09 +0200
commitc600dd07668f301fc1a986326d807f341e6ecb78 (patch)
tree436bd51bfb4a3d0ee4521451883ffe40fec92782 /src/models.c
parent0f9fe34c3a9228eaa3ffdb3be3f52ba586d1ddfa (diff)
downloadraylib-c600dd07668f301fc1a986326d807f341e6ecb78.tar.gz
raylib-c600dd07668f301fc1a986326d807f341e6ecb78.zip
Review PBR shaders
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/models.c b/src/models.c
index e437a0ab..7a9acdf7 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2302,6 +2302,9 @@ void MeshTangents(Mesh *mesh)
free(tan1);
free(tan2);
+
+ // Load a new tangent attributes buffer
+ mesh->vboId[LOC_VERTEX_TANGENT] = rlLoadAttribBuffer(mesh->vaoId, LOC_VERTEX_TANGENT, mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
TraceLog(LOG_INFO, "Tangents computed for mesh");
}