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@ -1100,7 +1100,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
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rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0); |
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rlEnableVertexAttribute(1); |
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// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute |
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// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute |
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// is part of current state and it is maintained even if a different program object is used |
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if (mesh->normals != NULL) |
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@ -1362,7 +1362,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) |
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); |
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} |
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// WARNING: Disable vertex attribute color input if mesh can not provide that data (despite location being enabled in shader) |
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// WARNING: Disable vertex attribute color input if mesh can not provide that data (despite location being enabled in shader) |
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if (mesh.vboId[3] == 0) rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
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int eyeCount = 1; |
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@ -1583,7 +1583,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i |
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); |
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} |
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// WARNING: Disable vertex attribute color input if mesh can not provide that data (despite location being enabled in shader) |
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// WARNING: Disable vertex attribute color input if mesh can not provide that data (despite location being enabled in shader) |
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if (mesh.vboId[3] == 0) rlDisableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); |
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int eyeCount = 1; |
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