Added support for model color tint
Also, added support for normals on models
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7ea8326b52
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3 changed files with 273 additions and 164 deletions
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@ -711,7 +711,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
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int vCounter = 0; // Used to count vertices float by float
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int tcCounter = 0; // Used to count texcoords float by float
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@ -795,9 +795,9 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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}
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
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Model model = rlglLoadModel(vData);
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@ -1071,9 +1071,10 @@ Model LoadCubicmap(Image cubesmap)
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vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
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vData.texcoords = (float *)malloc(vData.vertexCount * 2 * sizeof(float));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char));
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vData.colors = (unsigned char *)malloc(vData.vertexCount * 4 * sizeof(unsigned char)); // Not used...
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// Fill color data
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
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int fCounter = 0;
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@ -1510,6 +1511,7 @@ static VertexData LoadOBJ(const char *fileName)
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if (numTexCoords == 0) for (int i = 0; i < (2*vData.vertexCount); i++) vData.texcoords[i] = 0.0f;
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// NOTE: We set all vertex colors to white
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// NOTE: Not used any more... just one plain color defined at DrawModel()
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for (int i = 0; i < (4*vData.vertexCount); i++) vData.colors[i] = 255;
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// Now we can free temp mid* arrays
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