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authorraysan5 <[email protected]>2021-02-05 19:49:05 +0100
committerraysan5 <[email protected]>2021-02-05 19:49:05 +0100
commit0f309b9b16c7986c5bda65ff002b7a5b432642d4 (patch)
tree38cc02d69e93811475266273b60e5adc60473532 /src/raylib.h
parentedb54c6cb15800ed9876df962c5fa7153108cb4a (diff)
downloadraylib-0f309b9b16c7986c5bda65ff002b7a5b432642d4.tar.gz
raylib-0f309b9b16c7986c5bda65ff002b7a5b432642d4.zip
REMOVED: MeshNormalsSmooth() #1421
Current implementation is probably wrong and it should be reimplemented from scratch, in the meantime, I prefer to remove the function.
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 4703ea5b..47dfa05f 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1378,7 +1378,6 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
-RLAPI void MeshNormalsSmooth(Mesh *mesh); // Smooth (average) vertex normals
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)