Rename VertexData struct to Mesh

Reviewed vertex type variables
This commit is contained in:
raysan5
2016-01-18 13:36:18 +01:00
parent a640503119
commit fd05d3e353
4 changed files with 171 additions and 156 deletions

View File

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