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authorRay <[email protected]>2018-02-24 12:31:32 +0100
committerRay <[email protected]>2018-02-24 12:31:32 +0100
commit077bef42861644f1f25070d23363a1bfa2e7a4a6 (patch)
tree2c0b177e9348b795c2b0c6d334557d2823dc3ffa /src/raylib.h
parent6d64327a874b09e93290d1525edd5347a9787b84 (diff)
downloadraylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.tar.gz
raylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.zip
Support 4 components mesh.tangent data
Added struct Vector4 for convenience
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 782dd4e5..41755dc3 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -322,6 +322,14 @@ typedef struct Vector3 {
float z;
} Vector3;
+// Vector4 type
+typedef struct Vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+} Vector4;
+
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
@@ -422,7 +430,7 @@ typedef struct Mesh {
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)