Updated raylib VS2015 project

This commit is contained in:
Ray San 2017-10-19 14:14:18 +02:00
parent 1474172b4a
commit 86df9168e7
3 changed files with 13 additions and 8 deletions

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@ -75,7 +75,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_33;PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\openal_soft\include;$(SolutionDir)..\..\src\external\glfw3\include;$(SolutionDir)..\..\src\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
</ClCompile>
<Link>

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@ -666,7 +666,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
// Vertices definition
int vertexCount = resX*resZ*6; // 6 vertex by quad
Vector3 vertices[vertexCount];
Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
for (int z = 0; z < resZ; z++)
{
// [-length/2, length/2]
@ -680,11 +680,11 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
}
// Normals definition
Vector3 normals[vertexCount];
Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
// TexCoords definition
Vector2 texcoords[vertexCount];
Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2));
for (int v = 0; v < resZ; v++)
{
for (int u = 0; u < resX; u++)
@ -694,10 +694,10 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
}
// Triangles definition (indices)
int nbFaces = (resX - 1)*(resZ - 1);
int triangles[nbFaces*6];
int numFaces = (resX - 1)*(resZ - 1);
int *triangles = (int *)malloc(numFaces*6*sizeof(int));
int t = 0;
for (int face = 0; face < nbFaces; face++)
for (int face = 0; face < numFaces; face++)
{
// Retrieve lower left corner from face ind
int i = face % (resX - 1) + (face/(resZ - 1)*resX);
@ -712,7 +712,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
}
mesh.vertexCount = vertexCount;
mesh.triangleCount = nbFaces*2;
mesh.triangleCount = numFaces*2;
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
@ -744,6 +744,11 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
// Mesh indices array initialization
for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
free(vertices);
free(normals);
free(texcoords);
free(triangles);
#else // Use par_shapes library to generate plane mesh
par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!!