Animated vertex renaming
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src/rlgl.h
20
src/rlgl.h
@ -205,8 +205,8 @@ typedef unsigned char byte;
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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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float *baseVertices; // Vertex base position (required to apply bones transformations)
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float *baseNormals; // Vertex base normals (required to apply bones transformations)
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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float *weightBias; // Vertex weight bias
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int *weightId; // Vertex weight id
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@ -455,6 +455,7 @@ void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (V
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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@ -1501,6 +1502,13 @@ void rlClearScreenBuffers(void)
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
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}
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// Update GPU buffer with new data
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void rlUpdateBuffer(int bufferId, void *data, int dataSize)
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{
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glBindBuffer(GL_ARRAY_BUFFER, bufferId);
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glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, data);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - rlgl Functions
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//----------------------------------------------------------------------------------
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@ -2788,10 +2796,10 @@ void rlUnloadMesh(Mesh *mesh)
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free(mesh->texcoords2);
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free(mesh->indices);
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free(mesh->baseVertices);
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free(mesh->baseNormals);
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free(mesh->weightBias);
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free(mesh->weightId);
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free(mesh->animVertices);
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free(mesh->animNormals);
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free(mesh->boneWeights);
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free(mesh->boneIds);
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rlDeleteBuffers(mesh->vboId[0]); // vertex
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rlDeleteBuffers(mesh->vboId[1]); // texcoords
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