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	ADDED: UpdateMeshBuffer()
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							| @@ -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; | ||||
| } | ||||
|   | ||||
| @@ -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 | ||||
|   | ||||
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