GenMeshTangents better handling for issue #1876
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16
src/models.c
16
src/models.c
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@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh)
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}
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else
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{
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rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
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RL_FREE(mesh->tangents);
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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}
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@ -2732,14 +2731,27 @@ void GenMeshTangents(Mesh *mesh)
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RL_FREE(tan1);
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RL_FREE(tan2);
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if (mesh->vboId != NULL)
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{
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if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
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{
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// Upate existing vertex buffer
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rlUpdateVertexBuffer(mesh->vboId, mesh->tangents, mesh->vertexCount * 4 * sizeof(float), 0);
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}
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else
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{
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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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}
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rlEnableVertexArray(mesh->vaoId);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(4);
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rlDisableVertexArray();
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}
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TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
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}
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