ADDED: UpdateMeshBuffer()

This commit is contained in:
Ray 2021-04-20 12:16:16 +02:00
parent f903686060
commit bb743e8c6e
2 changed files with 17 additions and 10 deletions

View File

@ -829,13 +829,13 @@ void UploadMesh(Mesh *mesh, bool dynamic)
mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex positions VBO
mesh->vboId[1] = 0; // Vertex texcoords VBO
mesh->vboId[2] = 0; // Vertex normals VBO
mesh->vboId[3] = 0; // Vertex colors VBO
mesh->vboId[4] = 0; // Vertex tangents VBO
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
mesh->vboId[0] = 0; // Vertex buffer: positions
mesh->vboId[1] = 0; // Vertex buffer: texcoords
mesh->vboId[2] = 0; // Vertex buffer: normals
mesh->vboId[3] = 0; // Vertex buffer: colors
mesh->vboId[4] = 0; // Vertex buffer: tangents
mesh->vboId[5] = 0; // Vertex buffer: texcoords2
mesh->vboId[6] = 0; // Vertex buffer: indices
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mesh->vaoId = rlLoadVertexArray();
@ -925,6 +925,12 @@ void UploadMesh(Mesh *mesh, bool dynamic)
#endif
}
// Update mesh vertex data in GPU for a specific buffer index
void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset)
{
rlUpdateVertexBuffer(mesh->vboId[index], data, dataSize, offset);
}
// Draw a 3d mesh with material and transform
void DrawMesh(Mesh mesh, Material material, Matrix transform)
{
@ -1528,9 +1534,9 @@ Mesh GenMeshDefault(int vertexCount)
mesh.normals = (float *)RL_CALLOC(mesh.vertexCount*3, sizeof(float));
mesh.colors = (unsigned char *)RL_CALLOC(mesh.vertexCount*4, sizeof(unsigned char));
// Upload vertex data to GPU (static mesh)
// Upload vertex data to GPU (dynamic mesh)
// NOTE: mesh.vboId array is allocated inside UploadMesh()
UploadMesh(&mesh, false);
UploadMesh(&mesh, true);
return mesh;
}

View File

@ -1381,7 +1381,8 @@ RLAPI void UnloadModel(Model model);
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU