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@ -2646,7 +2646,7 @@ BoundingBox GetMeshBoundingBox(Mesh mesh) |
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// Compute mesh tangents |
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// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates |
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// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html |
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void MeshTangents(Mesh *mesh) |
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void GenMeshTangents(Mesh *mesh) |
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{ |
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if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); |
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else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting"); |
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@ -2726,7 +2726,7 @@ void MeshTangents(Mesh *mesh) |
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} |
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// Compute mesh binormals (aka bitangent) |
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void MeshBinormals(Mesh *mesh) |
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void GenMeshBinormals(Mesh *mesh) |
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{ |
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for (int i = 0; i < mesh->vertexCount; i++) |
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{ |
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