Fixed: Binding vertex position twice (#1835)
This commit is contained in:
parent
0e65e5877f
commit
1a420b77e3
@ -1099,10 +1099,6 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
|
||||
|
||||
rlEnableVertexBuffer(mesh.vboId[0]);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
|
||||
|
||||
// Bind mesh VBO data: vertex texcoords (shader-location = 1)
|
||||
rlEnableVertexBuffer(mesh.vboId[1]);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
|
||||
|
Loading…
x
Reference in New Issue
Block a user