[rlgl] Fix rlgl standalone defaults (#4357)

* Fix rlgl standalone defaults

* Fix rmodels
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Asdqwe 2024-10-02 06:41:21 -03:00 committed by GitHub
parent 09987b01cc
commit 96d91a3892
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2 changed files with 3 additions and 3 deletions

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@ -348,7 +348,7 @@
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
#endif #endif
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO #ifdef RL_SUPPORT_MESH_GPU_SKINNING
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
#endif #endif

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@ -1254,7 +1254,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2 mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO #ifdef RL_SUPPORT_MESH_GPU_SKINNING
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights
#endif #endif
@ -1823,7 +1823,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
} }
#ifdef RL_SUPPORT_MESH_ANIMATION_VBO #ifdef RL_SUPPORT_MESH_GPU_SKINNING
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available) // Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
{ {