@ -1345,7 +1345,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlDisableVertexAttribute ( RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 ) ;
}
# ifdef RL_SUPPORT_MESH_ANIMATION_VBO
# ifdef RL_SUPPORT_MESH_GPU_SKINNING
if ( mesh - > boneIds ! = NULL )
{
/ / Enable vertex attribute : boneIds ( shader - location = 6 )
@ -1492,7 +1492,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
/ / Upload model normal matrix ( if locations available )
if ( material . shader . locs [ SHADER_LOC_MATRIX_NORMAL ] ! = - 1 ) rlSetUniformMatrix ( material . shader . locs [ SHADER_LOC_MATRIX_NORMAL ] , MatrixTranspose ( MatrixInvert ( matModel ) ) ) ;
# ifdef RL_SUPPORT_MESH_ANIMATION_VBO
# ifdef RL_SUPPORT_MESH_GPU_SKINNING
/ / Upload Bone Transforms
if ( material . shader . locs [ SHADER_LOC_BONE_MATRICES ] ! = - 1 & & mesh . boneMatrices )
{
@ -1578,7 +1578,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
rlEnableVertexAttribute ( material . shader . locs [ SHADER_LOC_VERTEX_TEXCOORD02 ] ) ;
}
# ifdef RL_SUPPORT_MESH_ANIMATION_VBO
# ifdef RL_SUPPORT_MESH_GPU_SKINNING
/ / Bind mesh VBO data : vertex bone ids ( shader - location = 6 , if available )
if ( material . shader . locs [ SHADER_LOC_VERTEX_BONEIDS ] ! = - 1 )
{
@ -1738,7 +1738,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
/ / Upload model normal matrix ( if locations available )
if ( material . shader . locs [ SHADER_LOC_MATRIX_NORMAL ] ! = - 1 ) rlSetUniformMatrix ( material . shader . locs [ SHADER_LOC_MATRIX_NORMAL ] , MatrixTranspose ( MatrixInvert ( matModel ) ) ) ;
# ifdef RL_SUPPORT_MESH_ANIMATION_VBO
# ifdef RL_SUPPORT_MESH_GPU_SKINNING
/ / Upload Bone Transforms
if ( material . shader . locs [ SHADER_LOC_BONE_MATRICES ] ! = - 1 & & mesh . boneMatrices )
{