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Fixed: Binding vertex position twice (#1835)

pull/1836/head
Sirvoid 3 years ago
committed by GitHub
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commit
1a420b77e3
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1 changed files with 0 additions and 4 deletions
  1. +0
    -4
      src/models.c

+ 0
- 4
src/models.c View File

@ -1099,10 +1099,6 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
rlEnableVertexBuffer(mesh.vboId[0]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
rlEnableVertexBuffer(mesh.vboId[1]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);

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