GenMeshTangents Fix - Comment Update final
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src/models.c
19
src/models.c
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@ -2652,20 +2652,7 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
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// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
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// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
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void GenMeshTangents(Mesh* mesh)
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void GenMeshTangents(Mesh* mesh)
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{
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{
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/*
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* Check and see if the mesh already has tangents.
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* If the mesh does not have tangents we can simply alloate the space for the data.
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*
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* If the mesh did have tangents, we can not readily depend on the current vertexCount
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* to be the actual length of the existing tangent data as the mesh vertices could
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* have been altered and now contain less or more vertices which would result in
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* either updating to few tangents, or attempting to over-run the space allocated
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* for the tangents previously. In order to account for this the memory for the
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* current tangent data must be freed as well as the previously assigned VertexBuffer,
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* and then we can recreate the tangent data with the new size designated by vertexCount
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* and create a new VertexBuffer to assign for the tangents.
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*
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*/
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if (mesh->tangents == NULL)
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if (mesh->tangents == NULL)
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{
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{
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount * 4 * sizeof(float));
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount * 4 * sizeof(float));
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@ -2747,9 +2734,7 @@ void GenMeshTangents(Mesh* mesh)
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// Load a new tangent attributes buffer
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// Load a new tangent attributes buffer
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount * 4 * sizeof(float), false);
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount * 4 * sizeof(float), false);
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/*
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* Upate the tangets on the GPU.
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*/
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rlEnableVertexArray(mesh->vaoId);
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rlEnableVertexArray(mesh->vaoId);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(4);
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rlEnableVertexAttribute(4);
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