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Simplified internal (default) dynamic buffers

pull/114/head
raysan5 8 years ago
parent
commit
075f51e0a3
3 changed files with 84 additions and 120 deletions
  1. +1
    -1
      src/raylib.h
  2. +82
    -118
      src/rlgl.c
  3. +1
    -1
      src/rlgl.h

+ 1
- 1
src/raylib.h View File

@ -376,7 +376,7 @@ typedef struct Mesh {
float *tangents; // vertex tangents (XYZ - 3 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)
int triangleCount; // number of triangles to draw
int triangleCount; // number of triangles stored (indexed or not)
BoundingBox bounds; // mesh limits defined by min and max points

+ 82
- 118
src/rlgl.c View File

@ -128,54 +128,23 @@
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Vertex buffer (position + color arrays)
// NOTE: Used for lines and triangles VAOs
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
typedef struct {
int vCounter;
int cCounter;
float *vertices; // 3 components per vertex
unsigned char *colors; // 4 components per vertex
} VertexPositionColorBuffer;
// Vertex buffer (position + texcoords + color arrays)
// NOTE: Not used
typedef struct {
int vCounter;
int tcCounter;
int cCounter;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
unsigned char *colors; // 4 components per vertex
} VertexPositionColorTextureBuffer;
// Vertex buffer (position + texcoords + normals arrays)
// NOTE: Not used
typedef struct {
int vCounter;
int tcCounter;
int nCounter;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
//short *normals; // NOTE: Less data load... but padding issues and normalizing required!
} VertexPositionTextureNormalBuffer;
// Vertex buffer (position + texcoords + colors + indices arrays)
// NOTE: Used for quads VAO
typedef struct {
int vCounter;
int tcCounter;
int cCounter;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
unsigned char *colors; // 4 components per vertex
int vCounter; // vertex position counter to process (and draw) from full buffer
int tcCounter; // vertex texcoord counter to process (and draw) from full buffer
int cCounter; // vertex color counter to process (and draw) from full buffer
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)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
unsigned int *indices; // mi">6 indices per quad (could be int)
unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
#elif defined(GRAPHICS_API_OPENGL_ES2)
unsigned short *indices; // mi">6 indices per quad (must be short)
unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad)
// NOTE: 6*2 byte = 12 byte, not alignment problem!
#endif
} VertexPositionColorTextureIndexBuffer;
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
} DynamicBuffer;
// Draw call type
// NOTE: Used to track required draw-calls, organized by texture
@ -205,18 +174,9 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f;
// Default vertex buffers for lines, triangles and quads
static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
// Default vertex buffers VAOs (if supported)
static GLuint vaoLines, vaoTriangles, vaoQuads;
// Default vertex buffers VBOs
static GLuint linesBuffer[2]; // Lines buffers (position, color)
static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
static DynamicBuffer lines;
static DynamicBuffer triangles;
static DynamicBuffer quads;
// Default buffers draw calls
static DrawCall *draws;
@ -1207,7 +1167,7 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
glEnableVertexAttribArray(material.shader.texcoord2Loc);
}
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
// Draw call!
@ -1692,7 +1652,6 @@ void rlglLoadMesh(Mesh *mesh)
mesh->vboId[4] = 0; // Vertex tangents VBO
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
@ -2407,22 +2366,28 @@ static void LoadDefaultBuffers(void)
// Lines - Initialize arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
lines.texcoords = NULL;
lines.indices = NULL;
for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f;
for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0;
lines.vCounter = 0;
lines.cCounter = 0;
lines.tcCounter = 0;
// Triangles - Initialize arrays (vertex position and color data)
triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle
triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle
triangles.texcoords = NULL;
triangles.indices = NULL;
for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f;
for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0;
triangles.vCounter = 0;
triangles.cCounter = 0;
triangles.tcCounter = 0;
// Quads - Initialize arrays (vertex position, texcoord, color data and indexes)
quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad
@ -2468,96 +2433,95 @@ static void LoadDefaultBuffers(void)
if (vaoSupported)
{
// Initialize Lines VAO
glGenVertexArrays(1, &vaoLines);
glBindVertexArray(vaoLines);
glGenVertexArrays(1, &lines.vaoId);
glBindVertexArray(lines.vaoId);
}
// Create buffers for our vertex data
glGenBuffers(2, linesBuffer);
// Lines - Vertex buffers binding and attributes enable
// Vertex position buffer (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
glGenBuffers(2, &lines.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.vertexLoc);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
glGenBuffers(2, &lines.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", vaoLines);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", linesBuffer[0], linesBuffer[1]);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]);
// Upload and link triangles vertex buffers
if (vaoSupported)
{
// Initialize Triangles VAO
glGenVertexArrays(1, &vaoTriangles);
glBindVertexArray(vaoTriangles);
glGenVertexArrays(1, &triangles.vaoId);
glBindVertexArray(triangles.vaoId);
}
// Create buffers for our vertex data
glGenBuffers(2, trianglesBuffer);
// Triangles - Vertex buffers binding and attributes enable
// Vertex position buffer (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glGenBuffers(1, &triangles.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.vertexLoc);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glGenBuffers(1, &triangles.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", vaoTriangles);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", trianglesBuffer[0], trianglesBuffer[1]);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]);
// Upload and link quads vertex buffers
if (vaoSupported)
{
// Initialize Quads VAO
glGenVertexArrays(1, &vaoQuads);
glBindVertexArray(vaoQuads);
glGenVertexArrays(1, &quads.vaoId);
glBindVertexArray(quads.vaoId);
}
// Create buffers for our vertex data
glGenBuffers(4, quadsBuffer);
// Quads - Vertex buffers binding and attributes enable
// Vertex position buffer (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glGenBuffers(1, &quads.vboId[0]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.vertexLoc);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Vertex texcoord buffer (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glGenBuffers(1, &quads.vboId[1]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.texcoordLoc);
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
// Vertex color buffer (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glGenBuffers(1, &quads.vboId[2]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
// Fill index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
glGenBuffers(1, &quads.vboId[3]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
#if defined(GRAPHICS_API_OPENGL_33)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#elif defined(GRAPHICS_API_OPENGL_ES2)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", vaoQuads);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
@ -2573,15 +2537,15 @@ static void UpdateDefaultBuffers(void)
if (lines.vCounter > 0)
{
// Activate Lines VAO
if (vaoSupported) glBindVertexArray(vaoLines);
if (vaoSupported) glBindVertexArray(lines.vaoId);
// Lines - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer
// Lines - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
}
@ -2590,15 +2554,15 @@ static void UpdateDefaultBuffers(void)
if (triangles.vCounter > 0)
{
// Activate Triangles VAO
if (vaoSupported) glBindVertexArray(vaoTriangles);
if (vaoSupported) glBindVertexArray(triangles.vaoId);
// Triangles - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices);
// Triangles - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
}
@ -2607,20 +2571,20 @@ static void UpdateDefaultBuffers(void)
if (quads.vCounter > 0)
{
// Activate Quads VAO
if (vaoSupported) glBindVertexArray(vaoQuads);
if (vaoSupported) glBindVertexArray(quads.vaoId);
// Quads - vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices);
// Quads - texture coordinates buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords);
// Quads - colors buffer
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
@ -2659,17 +2623,17 @@ static void DrawDefaultBuffers(void)
if (vaoSupported)
{
glBindVertexArray(vaoLines);
glBindVertexArray(lines.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, linesBuffer[1]);
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
}
@ -2687,17 +2651,17 @@ static void DrawDefaultBuffers(void)
if (vaoSupported)
{
glBindVertexArray(vaoTriangles);
glBindVertexArray(triangles.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, trianglesBuffer[1]);
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
}
@ -2717,26 +2681,26 @@ static void DrawDefaultBuffers(void)
if (vaoSupported)
{
glBindVertexArray(vaoQuads);
glBindVertexArray(quads.vaoId);
}
else
{
// Bind vertex attrib: position (shader-location = 0)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.vertexLoc);
// Bind vertex attrib: texcoord (shader-location = 1)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(currentShader.texcoordLoc);
// Bind vertex attrib: color (shader-location = 3)
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
glEnableVertexAttribArray(currentShader.colorLoc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
//TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
@ -2806,21 +2770,21 @@ static void UnloadDefaultBuffers(void)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Delete VBOs from GPU (VRAM)
glDeleteBuffers(1, &linesBuffer[0]);
glDeleteBuffers(1, &linesBuffer[1]);
glDeleteBuffers(1, &trianglesBuffer[0]);
glDeleteBuffers(1, &trianglesBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[0]);
glDeleteBuffers(1, &quadsBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[2]);
glDeleteBuffers(1, &quadsBuffer[3]);
glDeleteBuffers(1, &lines.vboId[0]);
glDeleteBuffers(1, &lines.vboId[1]);
glDeleteBuffers(1, &triangles.vboId[0]);
glDeleteBuffers(1, &triangles.vboId[1]);
glDeleteBuffers(1, &quads.vboId[0]);
glDeleteBuffers(1, &quads.vboId[1]);
glDeleteBuffers(1, &quads.vboId[2]);
glDeleteBuffers(1, &quads.vboId[3]);
if (vaoSupported)
{
// Delete VAOs from GPU (VRAM)
glDeleteVertexArrays(1, &vaoLines);
glDeleteVertexArrays(1, &vaoTriangles);
glDeleteVertexArrays(1, &vaoQuads);
glDeleteVertexArrays(1, &lines.vaoId);
glDeleteVertexArrays(1, &triangles.vaoId);
glDeleteVertexArrays(1, &quads.vaoId);
}
// Free vertex arrays memory from CPU (RAM)

+ 1
- 1
src/rlgl.h View File

@ -147,7 +147,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
float *tangents; // vertex tangents (XYZ - 3 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)
int triangleCount; // number of triangles to draw
int triangleCount; // number of triangles stored (indexed or not)
BoundingBox bounds; // mesh limits defined by min and max points

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