mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-05 19:08:13 +00:00
@@ -345,14 +345,17 @@
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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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#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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#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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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#endif
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//----------------------------------------------------------------------------------
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@@ -1253,8 +1253,11 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents
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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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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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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@@ -1819,7 +1822,8 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
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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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// 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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@@ -1835,6 +1839,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
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}
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#endif
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if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
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}
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