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| author | Ray <[email protected]> | 2018-02-24 12:31:32 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-02-24 12:31:32 +0100 |
| commit | 077bef42861644f1f25070d23363a1bfa2e7a4a6 (patch) | |
| tree | 2c0b177e9348b795c2b0c6d334557d2823dc3ffa /src/rlgl.c | |
| parent | 6d64327a874b09e93290d1525edd5347a9787b84 (diff) | |
| download | raylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.tar.gz raylib-077bef42861644f1f25070d23363a1bfa2e7a4a6.zip | |
Support 4 components mesh.tangent data
Added struct Vector4 for convenience
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 14 |
1 files changed, 7 insertions, 7 deletions
@@ -1782,14 +1782,14 @@ void rlLoadMesh(Mesh *mesh, bool dynamic) { glGenBuffers(1, &mesh->vboId[4]); glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint); - glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*mesh->vertexCount, mesh->tangents, drawHint); + glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(4); } else { // Default tangents vertex attribute - glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); + glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f); glDisableVertexAttribArray(4); } @@ -1804,7 +1804,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic) } else { - // Default tangents vertex attribute + // Default texcoord2 vertex attribute glVertexAttrib2f(5, 0.0f, 0.0f); glDisableVertexAttribArray(5); } @@ -1868,8 +1868,8 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex) case 4: // Update tangents (vertex tangents) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*numVertex, mesh.tangents); } break; case 5: // Update texcoords2 (vertex second texture coordinates) { @@ -2019,7 +2019,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); } |
