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Improved ResolveCollisionCubicmap()

Now it supports multiple maps one next to the other
pull/23/head
raysan5 9 年之前
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6a4afae5cc
共有 2 個文件被更改,包括 183 次插入139 次删除
  1. +175
    -133
      src/models.c
  2. +8
    -6
      src/rlgl.c

+ 175
- 133
src/models.c 查看文件

@ -1171,7 +1171,10 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
//Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
// NOTE: Billboard locked to axis-Y
Vector3 up = { 0, 1, 0 };
/*
a-------b
| |
@ -1351,180 +1354,219 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
int locationCellX = 0;
int locationCellY = 0;
locationCellX = floor(playerPosition->x + mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE);
locationCellY = floor(playerPosition->z + mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE);
// Multiple Axis --------------------------------------------------------------------------------------------
locationCellX = floor(playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE);
locationCellY = floor(playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE);
// Axis x-, y-
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
if (locationCellX >= 0 && locationCellY >= 0 && locationCellX < cubicmap.width && locationCellY < cubicmap.height)
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
// Multiple Axis --------------------------------------------------------------------------------------------
// Axis x-, y-
if (locationCellX > 0 && locationCellY > 0)
{
playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
// Axis x-, y+
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
// Axis x-, y+
if (locationCellX > 0 && locationCellY < cubicmap.height - 1)
{
playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
// Axis x+, y-
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
// Axis x+, y-
if (locationCellX < cubicmap.width - 1 && locationCellY > 0)
{
playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
// Axis x+, y+
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
// Axis x+, y+
if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1)
{
playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
// Single Axis ---------------------------------------------------------------------------------------------------
// Single Axis ---------------------------------------------------------------------------------------------------
// Axis x-
if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
{
if ((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
// Axis x-
if (locationCellX > 0)
{
playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
{
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
{
playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
}
}
}
}
// Axis x+
if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
{
if ((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
// Axis x+
if (locationCellX < cubicmap.width - 1)
{
playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
{
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
{
playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 1, 0, 0};
}
}
}
}
// Axis y-
if (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
// Axis y-
if (locationCellY > 0)
{
playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
if (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
{
playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
}
}
}
}
// Axis y+
if (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
// Axis y+
if (locationCellY < cubicmap.height - 1)
{
playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
if (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
{
playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
impactDirection = (Vector3) { 0, 0, 1};
}
}
}
}
// Diagonals -------------------------------------------------------------------------------------------------------
// Diagonals -------------------------------------------------------------------------------------------------------
// Axis x-, y-
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
// Axis x-, y-
if (locationCellX > 0 && locationCellY > 0)
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
{
impactDirection = (Vector3) { 1, 0, 1};
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
}
// Axis x-, y+
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
// Axis x-, y+
if (locationCellX > 0 && locationCellY < cubicmap.height - 1)
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
{
impactDirection = (Vector3) { 1, 0, 1};
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) > (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
}
// Axis x+, y-
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
// Axis x+, y-
if (locationCellX < cubicmap.width - 1 && locationCellY > 0)
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
{
impactDirection = (Vector3) { 1, 0, 1};
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < (1 - ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY))) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + mapPosition.z - (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
}
// Axis x+, y+
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
// Axis x+, y+
if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1)
{
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
{
impactDirection = (Vector3) { 1, 0, 1};
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX) < ((playerPosition->z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY)) playerPosition->x = locationCellX + mapPosition.x + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
else playerPosition->z = locationCellY + mapPosition.z + (CUBIC_MAP_HALF_BLOCK_SIZE - radius);
// Return ricochet
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius / 3) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius / 3))
{
impactDirection = (Vector3) { 1, 0, 1};
}
}
}
}
}

+ 8
- 6
src/rlgl.c 查看文件

@ -877,7 +877,7 @@ void rlglInit(void)
TraceLog(INFO, "Number of supported extensions: %i", numExt);
// Show supported extensions
for (int i = 0; i < numExt; i++) TraceLog(INFO, "Supported extension: %s", ext[i]);
o">//for (int i = 0; i < numExt; i++) TraceLog(INFO, "Supported extension: %s", ext[i]);
// Check required extensions
for (int i = 0; i < numExt; i++)
@ -1377,12 +1377,16 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
glEnableVertexAttribArray(model.shader.normalLoc);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.texture.id);
//glActiveTexture(GL_TEXTURE1);
//glBindTexture(GL_TEXTURE_2D, 4);
glDrawArrays(GL_TRIANGLES, 0, model.mesh.vertexCount);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
glActiveTexture(GL_TEXTURE0);
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
else glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
@ -2128,11 +2132,9 @@ void rlglSetDefaultShader(void)
int GetShaderLocation(Shader shader, const char *uniformName)
{
int location = 0;
location = glGetUniformLocation(shader.id, uniformName);
int location = glGetUniformLocation(shader.id, uniformName);
if (location == mi">0) TraceLog(WARNING, "[SHDR %i] Shader location for %s could not be found", shader.id, uniformName);
if (location == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
return location;
}

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