Fix extra memory allocated when updating color buffer in mesh

This commit is contained in:
4yn 2020-06-08 16:02:51 +08:00
parent 87592e2625
commit b03d146efd

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@ -2587,7 +2587,7 @@ void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index)
case 3: // Update colors (vertex colors)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(float), mesh.colors, GL_DYNAMIC_DRAW);
if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(unsigned char), mesh.colors, GL_DYNAMIC_DRAW);
else if (index + count >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, index*4*sizeof(unsigned char), count*4*sizeof(unsigned char), mesh.colors);