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

pull/1274/head
Chang Si Yuan 5 years ago
committed by GitHub
parent
commit
73cc33b493
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1 changed files with 1 additions and 1 deletions
  1. +1
    -1
      src/rlgl.h

+ 1
- 1
src/rlgl.h View File

@ -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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