GenMeshTangents better handling for issue #1876

This commit is contained in:
Jason Penick 2021-07-16 16:14:57 -05:00
parent af77d3869b
commit be56655b2a

View File

@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh)
}
else
{
rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
RL_FREE(mesh->tangents);
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
}
@ -2732,14 +2731,27 @@ void GenMeshTangents(Mesh *mesh)
RL_FREE(tan1);
RL_FREE(tan2);
if (mesh->vboId != NULL)
{
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
{
// Upate existing vertex buffer
rlUpdateVertexBuffer(mesh->vboId, mesh->tangents, mesh->vertexCount * 4 * sizeof(float), 0);
}
else
{
// Load a new tangent attributes buffer
mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
}
rlEnableVertexArray(mesh->vaoId);
rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(4);
rlDisableVertexArray();
}
TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
}