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| author | Ray <[email protected]> | 2017-01-02 13:23:11 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2017-01-02 13:23:11 +0100 |
| commit | 81388363fa844956d0e1d023693f803c5ec21c7a (patch) | |
| tree | e96b6c3a1b33c51cd5fe887547ec94f2ee164b36 /src | |
| parent | 202f45415c98df2201202ba8edb10b6496cbeb62 (diff) | |
| parent | 674ee2cf752aa31d688210418a4ceb349afdce38 (diff) | |
| download | raylib-81388363fa844956d0e1d023693f803c5ec21c7a.tar.gz raylib-81388363fa844956d0e1d023693f803c5ec21c7a.zip | |
Merge pull request #211 from joeld42/rlgl-updatemesh-fix
Fix vbo indices for rlglUpdateMesh
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.c | 8 |
1 files changed, 4 insertions, 4 deletions
@@ -1950,27 +1950,27 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) } break; case 2: // Update normals (vertex normals) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); } break; case 3: // Update colors (vertex colors) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); } break; case 4: // Update tangents (vertex tangents) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + 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); } break; case 5: // Update texcoords2 (vertex second texture coordinates) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW); else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2); } break; |
