Support 4 components mesh.tangent data

Added struct Vector4 for convenience
This commit is contained in:
Ray
2018-02-24 12:31:32 +01:00
parent 6d64327a87
commit 077bef4286
4 changed files with 31 additions and 18 deletions

View File

@@ -322,6 +322,14 @@ typedef struct Vector3 {
float z;
} Vector3;
// Vector4 type
typedef struct Vector4 {
float x;
float y;
float z;
float w;
} Vector4;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
@@ -422,7 +430,7 @@ typedef struct Mesh {
float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// Vertex indices (in case vertex data comes indexed)