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[MODELS] Disable GPU skinning for MacOS platform (#4348)
* Update raylib_api.* by CI * Disable GPU skinning on MacOS Add GPU skinning example to MSVC Projects. * Update raylib_api.* by CI --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
This commit is contained in:
14
src/rlgl.h
14
src/rlgl.h
@@ -344,16 +344,17 @@
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 8
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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@@ -4170,8 +4171,11 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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#ifdef RL_SUPPORT_MESH_ANIMATION_VBO
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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#endif
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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