GenMeshTangents Fix - Comment Update final

This commit is contained in:
Jason Penick 2021-07-16 15:02:00 -05:00
parent f3a242c9e9
commit 7006f69004

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@ -2652,20 +2652,7 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void GenMeshTangents(Mesh* mesh)
{
/*
* Check and see if the mesh already has tangents.
* If the mesh does not have tangents we can simply alloate the space for the data.
*
* If the mesh did have tangents, we can not readily depend on the current vertexCount
* to be the actual length of the existing tangent data as the mesh vertices could
* have been altered and now contain less or more vertices which would result in
* either updating to few tangents, or attempting to over-run the space allocated
* for the tangents previously. In order to account for this the memory for the
* current tangent data must be freed as well as the previously assigned VertexBuffer,
* and then we can recreate the tangent data with the new size designated by vertexCount
* and create a new VertexBuffer to assign for the tangents.
*
*/
if (mesh->tangents == NULL)
{
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount * 4 * sizeof(float));
@ -2747,9 +2734,7 @@ void GenMeshTangents(Mesh* mesh)
// Load a new tangent attributes buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount * 4 * sizeof(float), false);
/*
* Upate the tangets on the GPU.
*/
rlEnableVertexArray(mesh->vaoId);
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(4);