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@ -1254,7 +1254,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) |
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2 |
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices |
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#ifdef RL_SUPPORT_MESH_ANIMATION_VBO |
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING |
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds |
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights |
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#endif |
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@ -1823,7 +1823,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i |
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); |
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} |
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#ifdef RL_SUPPORT_MESH_ANIMATION_VBO |
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING |
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// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available) |
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1) |
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{ |
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