|
|
@ -1284,12 +1284,12 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
|
|
|
// Enable vertex attributes: position (shader-location = 0) |
|
|
|
void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices; |
|
|
|
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 3*sizeof(float), 0); |
|
|
|
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); |
|
|
|
|
|
|
|
// Enable vertex attributes: texcoords (shader-location = 1) |
|
|
|
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 2*sizeof(float), 0); |
|
|
|
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); |
|
|
|
|
|
|
|
// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute |
|
|
@ -1300,7 +1300,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
|
|
|
// Enable vertex attributes: normals (shader-location = 2) |
|
|
|
void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals; |
|
|
|
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 3*sizeof(float), 0); |
|
|
|
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); |
|
|
|
} |
|
|
|
else |
|
|
@ -1332,7 +1332,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
|
|
|
{ |
|
|
|
// Enable vertex attribute: tangent (shader-location = 4) |
|
|
|
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 4*sizeof(float), 0); |
|
|
|
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); |
|
|
|
} |
|
|
|
else |
|
|
@ -1348,7 +1348,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
|
|
|
{ |
|
|
|
// Enable vertex attribute: texcoord2 (shader-location = 5) |
|
|
|
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 0, 0); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 2*sizeof(float), 0); |
|
|
|
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); |
|
|
|
} |
|
|
|
else |
|
|
@ -1365,7 +1365,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
|
|
|
{ |
|
|
|
// Enable vertex attribute: boneIds (shader-location = 7) |
|
|
|
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 4*sizeof(unsigned char), 0); |
|
|
|
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS); |
|
|
|
} |
|
|
|
else |
|
|
@ -1381,7 +1381,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
|
|
|
{ |
|
|
|
// Enable vertex attribute: boneWeights (shader-location = 8) |
|
|
|
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0); |
|
|
|
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 4*sizeof(float), 0); |
|
|
|
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS); |
|
|
|
} |
|
|
|
else |
|
|
|