gate with OPENGL_11 prototype and definition for rlSetPointSize and rlGetPointSize

This commit is contained in:
iann 2025-09-27 10:31:42 +09:00
parent fac83ef010
commit 31f35cde27

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@ -1293,10 +1293,13 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
// Enable vertex attributes: texcoords (shader-location = 1)
if (mesh->texcoords != NULL)
{
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
}
// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute
// is part of current state, and it is maintained even if a different program object is used
@ -4418,13 +4421,10 @@ static Model LoadOBJ(const char *fileName)
model.meshes[i].triangleCount = vertexCount/3;
model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
//TODO iann: BEFORE MERGE TEST THIS: these should only get loaded when an obj has them,
// synthesis can be tricky for all opengl contexts (especially colors)
model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
#if defined(GRAPHICS_API_OPENGL_11)
model.meshes[i].colors = NULL;
#else
model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
#endif
}
MemFree(localMeshVertexCounts);
@ -4489,11 +4489,9 @@ static Model LoadOBJ(const char *fileName)
model.meshes[meshIndex].normals[localMeshVertexCount*3 + 1] = 1.0f;
model.meshes[meshIndex].normals[localMeshVertexCount*3 + 2] = 0.0f;
}
//TODO iann: BEFORE MERGE TEST THIS: these should only get loaded when an obj has them,
// synthesis can be tricky for all opengl contexts (especially colors)
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1];
#if !defined(GRAPHICS_API_OPENGL_11)
for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255;
#endif
faceVertIndex++;
localMeshVertexCount++;
}