Updated raylib VS2015 project
This commit is contained in:
parent
1474172b4a
commit
86df9168e7
@ -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>
|
||||
|
Binary file not shown.
19
src/models.c
19
src/models.c
@ -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!!!
|
||||
|
Loading…
Reference in New Issue
Block a user