diff options
| author | Ray <[email protected]> | 2018-07-24 18:28:58 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-07-24 18:28:58 +0200 |
| commit | 198a02352764a78eb0fc3b94c3c8418d2d0c1432 (patch) | |
| tree | bfb5aa9d0c09527cb3d29828694eefd43c9554aa /src/raylib.h | |
| parent | a5311eddf0ef1b79641ffa6f3dee2a7030c19bcb (diff) | |
| download | raylib-198a02352764a78eb0fc3b94c3c8418d2d0c1432.tar.gz raylib-198a02352764a78eb0fc3b94c3c8418d2d0c1432.zip | |
First working version of IQM animations
Still a work in progress but it already works...
Current riqm API could be simplified...
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 12 |
1 files changed, 10 insertions, 2 deletions
diff --git a/src/raylib.h b/src/raylib.h index bc8745c6..251dd020 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -461,6 +461,7 @@ typedef struct Mesh { int vertexCount; // Number of vertices stored in arrays int triangleCount; // Number of triangles stored (indexed or not) + // Default vertex data float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) 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) @@ -468,9 +469,16 @@ typedef struct Mesh { 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) - + + // Animation vertex data + float *baseVertices; // Vertex base position (required to apply bones transformations) + float *baseNormals; // Vertex base normals (required to apply bones transformations) + float *weightBias; // Vertex weight bias + int *weightId; // Vertex weight id + + // OpenGL identifiers unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data) } Mesh; // Shader type (generic) |
