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When using FormatText() several times in same function, returned string is static and so, the same is returned, resulting in failures on shader loading.
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Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
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Actually, that function should be redesigned...
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Moved PBR material loading to example, right decision?
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