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@ -1897,6 +1897,9 @@ Model rlglLoadModel(Mesh mesh) |
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// Create buffers for our vertex data (positions, texcoords, normals) |
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glGenBuffers(3, vertexBuffer); |
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// NOTE: Default shader is assigned to model, so vbo buffers are properly linked to vertex attribs |
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// If model shader is changed, vbo buffers must be re-assigned to new location points (previously loaded) |
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// Enable vertex attributes: position |
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); |
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@ -2489,13 +2492,14 @@ static Shader LoadDefaultShader(void) |
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} |
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// Get location handlers to for shader attributes and uniforms |
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// NOTE: If any location is not found, loc point becomes -1 |
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static void LoadDefaultShaderLocations(Shader *shader) |
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{ |
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// Get handles to GLSL input attibute locations |
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shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition"); |
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shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord"); |
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shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal"); |
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shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); // -1 if not found |
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shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); |
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// Get handles to GLSL uniform locations (vertex shader) |
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); |
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@ -2503,8 +2507,8 @@ static void LoadDefaultShaderLocations(Shader *shader) |
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// Get handles to GLSL uniform locations (fragment shader) |
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shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor"); |
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shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); |
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shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); // -1 if not found |
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shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); // -1 if not found |
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shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); |
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shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); |
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} |
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// Read text file |
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