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Some minor tweaks
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@@ -940,7 +940,7 @@ void PollInputEvents(void)
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SetupViewport(platform.window->r.w, platform.window->r.h);
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SetupViewport(platform.window->r.w, platform.window->r.h);
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CORE.Window.screen.width = platform.window->r.w;
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CORE.Window.screen.width = platform.window->r.w;
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CORE.Window.screen.height = platform.window->r.h;
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CORE.Window.screen.height = platform.window->r.h;
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CORE.Window.currentFbo.width = platform.window->r.w;;
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CORE.Window.currentFbo.width = platform.window->r.w;
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CORE.Window.currentFbo.height = platform.window->r.h;
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CORE.Window.currentFbo.height = platform.window->r.h;
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CORE.Window.resizedLastFrame = true;
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CORE.Window.resizedLastFrame = true;
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} break;
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} break;
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@@ -350,6 +350,9 @@
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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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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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
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#endif
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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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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// Types and Structures Definition
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@@ -4377,7 +4377,7 @@ static Model LoadOBJ(const char *fileName)
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}
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}
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// if this is a new material, we need to allocate a new mesh
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// if this is a new material, we need to allocate a new mesh
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if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
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if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
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lastMaterial = objAttributes.material_ids[faceId];;
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lastMaterial = objAttributes.material_ids[faceId];
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if (newMesh)
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if (newMesh)
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{
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{
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