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