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Complements the #4348 GPU skinning fix (#4352)

pull/4354/head
Asdqwe 2週間前
committed by GitHub
コミット
282d6478ba
この署名に対応する既知のキーがデータベースに存在しません GPGキーID: B5690EEEBB952194
2個のファイルの変更10行の追加2行の削除
  1. +4
    -1
      src/rlgl.h
  2. +6
    -1
      src/rmodels.c

+ 4
- 1
src/rlgl.h ファイルの表示

@ -345,14 +345,17 @@
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
#endif
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
#endif
#endif
//----------------------------------------------------------------------------------

+ 6
- 1
src/rmodels.c ファイルの表示

@ -1253,8 +1253,11 @@ void UploadMesh(Mesh *mesh, bool dynamic)
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -1819,7 +1822,8 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
}
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
{
@ -1835,6 +1839,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
}
#endif
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
}

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