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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.h | |
| 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.h')
| -rw-r--r-- | src/rlgl.h | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -187,7 +187,7 @@ typedef unsigned char byte; 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) |
