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Rename VertexData struct to Mesh
Reviewed vertex type variables
This commit is contained in:
16
src/rlgl.c
16
src/rlgl.c
@@ -1100,9 +1100,9 @@ void rlglInitPostpro(void)
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if (postproFbo.id > 0)
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{
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// Create a simple quad model to render fbo texture
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VertexData quadData;
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Mesh quad;
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quadData.vertexCount = 6;
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quad.vertexCount = 6;
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float w = (float)screenWidth;
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float h = (float)screenHeight;
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@@ -1112,12 +1112,12 @@ void rlglInitPostpro(void)
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float quadNormals[6*3] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f };
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unsigned char quadColors[6*4] = { 255 };
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quadData.vertices = quadPositions;
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quadData.texcoords = quadTexcoords;
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quadData.normals = quadNormals;
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quadData.colors = quadColors;
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quad.vertices = quadPositions;
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quad.texcoords = quadTexcoords;
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quad.normals = quadNormals;
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quad.colors = quadColors;
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postproQuad = rlglLoadModel(quadData);
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postproQuad = rlglLoadModel(quad);
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// NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader
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}
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@@ -1982,7 +1982,7 @@ void rlglGenerateMipmaps(Texture2D texture)
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}
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// Load vertex data into a VAO (if supported) and VBO
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Model rlglLoadModel(VertexData mesh)
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Model rlglLoadModel(Mesh mesh)
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{
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Model model;
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