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@ -1329,7 +1329,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) |
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// Set default value for unused attribute |
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// Set default value for unused attribute |
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// NOTE: Required when using default shader and no VAO support |
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// NOTE: Required when using default shader and no VAO support |
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float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
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float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
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rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC2, 4); |
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rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); |
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rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
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rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
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} |
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} |
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} |
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} |
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@ -1544,7 +1544,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins |
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// Set default value for unused attribute |
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// Set default value for unused attribute |
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// NOTE: Required when using default shader and no VAO support |
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// NOTE: Required when using default shader and no VAO support |
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float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
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float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
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rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC2, 4); |
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rlSetVertexAttributeDefault(material.shader.locs[SHADER_LOC_VERTEX_COLOR], value, SHADER_ATTRIB_VEC4, 4); |
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rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
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rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
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} |
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} |
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} |
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} |
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