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Support indexed mesh data on OpenGL 1.1 path

Keep asking myself why I maintain this rendering path... -___-
pull/114/head
raysan5 9 years ago
parent
commit
6acfda599e
1 changed files with 6 additions and 4 deletions
  1. +6
    -4
      src/rlgl.c

+ 6
- 4
src/rlgl.c View File

@ -1094,7 +1094,7 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
@ -1104,7 +1104,9 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform));
rlColor4ub(material.colDiffuse.r, material.colDiffuse.g, material.colDiffuse.b, material.colDiffuse.a);
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
rlPopMatrix();
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
@ -1209,7 +1211,7 @@ void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires)
}
// Draw call!
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.trianglesCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
if (material.texNormal.id != 0)
@ -1787,7 +1789,7 @@ void rlglLoadMesh(Mesh *mesh)
{
glGenBuffers(1, &vboId[6]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId[6]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->trianglesCount*3, mesh->indices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
}

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