Add Stride Argument for calls inside UploadMesh
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@ -1284,12 +1284,12 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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// Enable vertex attributes: position (shader-location = 0)
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// Enable vertex attributes: position (shader-location = 0)
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void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices;
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void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices;
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 3*sizeof(float), 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
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// Enable vertex attributes: texcoords (shader-location = 1)
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// Enable vertex attributes: texcoords (shader-location = 1)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 2*sizeof(float), 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
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// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute
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// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute
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@ -1300,7 +1300,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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// Enable vertex attributes: normals (shader-location = 2)
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// Enable vertex attributes: normals (shader-location = 2)
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void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals;
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void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals;
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 3*sizeof(float), 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
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}
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}
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else
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else
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@ -1332,7 +1332,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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{
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{
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// Enable vertex attribute: tangent (shader-location = 4)
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// Enable vertex attribute: tangent (shader-location = 4)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 4*sizeof(float), 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);
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}
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}
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else
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else
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@ -1348,7 +1348,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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{
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{
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// Enable vertex attribute: texcoord2 (shader-location = 5)
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// Enable vertex attribute: texcoord2 (shader-location = 5)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 2*sizeof(float), 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
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}
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}
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else
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else
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@ -1365,7 +1365,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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{
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{
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// Enable vertex attribute: boneIds (shader-location = 7)
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// Enable vertex attribute: boneIds (shader-location = 7)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 4*sizeof(unsigned char), 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
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}
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}
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else
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else
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@ -1381,7 +1381,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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{
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{
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// Enable vertex attribute: boneWeights (shader-location = 8)
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// Enable vertex attribute: boneWeights (shader-location = 8)
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic);
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mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 4*sizeof(float), 0);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
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rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
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}
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}
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else
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else
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