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@ -350,8 +350,8 @@ typedef struct Mesh { |
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float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) |
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float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) |
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) |
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) |
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float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) |
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float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) |
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed) |
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
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unsigned short *indices; // Vertex indices (in case vertex data comes indexed) |
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// Animation vertex data |
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// Animation vertex data |
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float *animVertices; // Animated vertex positions (after bones transformations) |
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float *animVertices; // Animated vertex positions (after bones transformations) |
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