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@ -50,6 +50,7 @@ int main(void) |
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// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO |
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MeshTangents(&model.meshes[0]); |
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UnloadMaterial(model.materials[0]); // get rid of default material |
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model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); |
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// Create lights |
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@ -98,7 +99,19 @@ int main(void) |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadMaterial(model.materials[0]); // Unload material: shader and textures |
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// user must unload shaders and textures as they could be in use |
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// by other models.... |
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UnloadShader(model.materials[0].shader); |
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UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture); |
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UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture); |
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UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture); |
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UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture); |
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UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture); |
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UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture); |
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UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture); |
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UnloadTexture(model.materials[0].maps[MAP_BRDF].texture); |
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UnloadModel(model); // Unload model |
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CloseWindow(); // Close window and OpenGL context |
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