[Models] Better Fix for GenMeshTangents issue #1876 (#1878)

* GenMeshTangents Fix

* GenMeshTangents Fix - Comment Update

* GenMeshTangents Fix - Comment Update final

* Code Style Changes

* Code Style Changes Final

* Code Style Changes Final 2

* GenMeshTangents better handling for issue #1876

* GenMeshTangents better handling for issue #1876

* GenMeshTangents: Better fix for issue #1876

* vboId location fix
This commit is contained in:
630Studios
2021-07-16 18:33:49 -05:00
committed by GitHub
parent 9aaf7a8057
commit 53bb87c8fb

View File

@@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh)
}
else
{
rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
RL_FREE(mesh->tangents);
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
}
@@ -2732,14 +2731,26 @@ void GenMeshTangents(Mesh *mesh)
RL_FREE(tan1);
RL_FREE(tan2);
if (mesh->vboId != NULL)
{
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
{
// Upate existing vertex buffer
rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
}
else
{
// Load a new tangent attributes buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
}
rlEnableVertexArray(mesh->vaoId);
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(4);
rlDisableVertexArray();
}
TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
}