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Fix extra memory allocated when updating color buffer in mesh (#1271)

pull/1274/head
Chang Si Yuan vor 5 Jahren
committed von GitHub
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73cc33b493
Es konnte kein GPG-Schlüssel zu dieser Signatur gefunden werden GPG-Schlüssel-ID: 4AEE18F83AFDEB23
1 geänderte Dateien mit 1 neuen und 1 gelöschten Zeilen
  1. +1
    -1
      src/rlgl.h

+ 1
- 1
src/rlgl.h Datei anzeigen

@ -2587,7 +2587,7 @@ void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index)
case 3: // Update colors (vertex colors)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(float), mesh.colors, GL_DYNAMIC_DRAW);
if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(unsigned char), mesh.colors, GL_DYNAMIC_DRAW);
else if (index + count >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, index*4*sizeof(unsigned char), count*4*sizeof(unsigned char), mesh.colors);

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