[rlgl] Fix rlgl standalone defaults (#4357)
* Fix rlgl standalone defaults * Fix rmodels
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@ -348,7 +348,7 @@
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
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#endif
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#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
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#endif
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@ -1254,7 +1254,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
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#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights
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#endif
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@ -1823,7 +1823,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
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}
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#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
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{
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