Added mesh generation functions
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parent
1d91a46008
commit
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3 changed files with 383 additions and 20 deletions
385
src/models.c
385
src/models.c
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@ -10,6 +10,10 @@
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* #define SUPPORT_FILEFORMAT_MTL
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* Selected desired fileformats to be supported for loading.
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*
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* #define SUPPORT_MESH_GENERATION
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* Support procedural mesh generation functions, uses external par_shapes.h library
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* NOTE: Some generated meshes DO NOT include generated texture coordinates
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*
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*
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* LICENSE: zlib/libpng
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*
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@ -36,6 +40,7 @@
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//-------------------------------------------------
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#define SUPPORT_FILEFORMAT_OBJ
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#define SUPPORT_FILEFORMAT_MTL
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#define SUPPORT_MESH_GENERATION
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//-------------------------------------------------
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#include "raylib.h"
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@ -647,13 +652,142 @@ void UnloadMesh(Mesh *mesh)
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rlUnloadMesh(mesh);
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}
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#if defined(SUPPORT_MESH_GENERATION)
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// Generate plane mesh (with subdivisions)
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Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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{
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Mesh mesh = { 0 };
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#define CUSTOM_MESH_GEN_PLANE
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#if defined(CUSTOM_MESH_GEN_PLANE)
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resX++;
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resZ++;
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// Vertices definition
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int vertexCount = resX*resZ*6; // 6 vertex by quad
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Vector3 vertices[vertexCount];
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for (int z = 0; z < resZ; z++)
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{
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// [-length/2, length/2]
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float zPos = ((float)z/(resZ - 1) - 0.5f)*length;
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for (int x = 0; x < resX; x++)
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{
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// [-width/2, width/2]
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float xPos = ((float)x/(resX - 1) - 0.5f)*width;
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vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos };
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}
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}
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// Normals definition
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Vector3 normals[vertexCount];
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for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
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// TexCoords definition
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Vector2 texcoords[vertexCount];
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for (int v = 0; v < resZ; v++)
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{
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for (int u = 0; u < resX; u++)
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{
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texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) };
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}
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}
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// Triangles definition (indices)
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int nbFaces = (resX - 1)*(resZ - 1);
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int triangles[nbFaces*6];
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int t = 0;
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for (int face = 0; face < nbFaces; face++)
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{
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// Retrieve lower left corner from face ind
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int i = face % (resX - 1) + (face/(resZ - 1)*resX);
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triangles[t++] = i + resX;
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triangles[t++] = i + 1;
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triangles[t++] = i;
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triangles[t++] = i + resX;
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triangles[t++] = i + resX + 1;
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triangles[t++] = i + 1;
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}
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mesh.vertexCount = vertexCount;
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mesh.triangleCount = nbFaces*2;
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.indices = (unsigned short *)malloc(mesh.triangleCount*3*sizeof(unsigned short));
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// Mesh vertices position array
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for (int i = 0; i < mesh.vertexCount; i++)
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{
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mesh.vertices[3*i] = vertices[i].x;
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mesh.vertices[3*i + 1] = vertices[i].y;
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mesh.vertices[3*i + 2] = vertices[i].z;
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}
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// Mesh texcoords array
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for (int i = 0; i < mesh.vertexCount; i++)
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{
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mesh.texcoords[2*i] = texcoords[i].x;
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mesh.texcoords[2*i + 1] = texcoords[i].y;
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}
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// Mesh normals array
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for (int i = 0; i < mesh.vertexCount; i++)
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{
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mesh.normals[3*i] = normals[i].x;
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mesh.normals[3*i + 1] = normals[i].y;
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mesh.normals[3*i + 2] = normals[i].z;
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}
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// Mesh indices array initialization
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for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
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#else // Use par_shapes library to generate plane mesh
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par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!!
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par_shapes_scale(plane, width, length, 1.0f);
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par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 });
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par_shapes_translate(plane, -width/2, 0.0f, length/2);
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mesh.vertices = (float *)malloc(plane->ntriangles*3*3*sizeof(float));
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mesh.texcoords = (float *)malloc(plane->ntriangles*3*2*sizeof(float));
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mesh.normals = (float *)malloc(plane->ntriangles*3*3*sizeof(float));
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mesh.vertexCount = plane->ntriangles*3;
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mesh.triangleCount = plane->ntriangles;
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for (int k = 0; k < mesh.vertexCount; k++)
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{
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mesh.vertices[k*3] = plane->points[plane->triangles[k]*3];
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mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1];
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mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2];
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mesh.normals[k*3] = plane->normals[plane->triangles[k]*3];
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mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1];
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mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2];
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mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2];
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mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1];
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}
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par_shapes_free_mesh(plane);
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#endif
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generated cuboid mesh
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// NOTE: Vertex data is uploaded to GPU
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Mesh GenMeshCube(float width, float height, float length)
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{
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Mesh mesh = { 0 };
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/*
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#define CUSTOM_MESH_GEN_CUBE
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#if defined(CUSTOM_MESH_GEN_CUBE)
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float vertices[] = {
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-width/2, -height/2, length/2,
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width/2, -height/2, length/2,
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@ -763,12 +897,23 @@ Mesh GenMeshCube(float width, float height, float length)
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mesh.vertexCount = 24;
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mesh.triangleCount = 12;
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*/
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// TODO: Just testing par_shapes mesh generation functions
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//--------------------------------------------------------
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par_shapes_mesh *cube = par_shapes_create_cube(); // No normals/texcoords generated!!!
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#else // Use par_shapes library to generate cube mesh
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/*
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// Platonic solids:
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par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
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par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
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par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (dyamond)
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par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
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par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
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*/
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// Platonic solid generation: cube (6 sides)
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// NOTE: No normals/texcoords generated by default
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par_shapes_mesh *cube = par_shapes_create_cube();
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cube->tcoords = PAR_MALLOC(float, 2*cube->npoints);
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for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f;
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par_shapes_scale(cube, width, height, length);
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par_shapes_translate(cube, -width/2, 0.0f, -length/2);
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par_shapes_compute_normals(cube);
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mesh.vertices = (float *)malloc(cube->ntriangles*3*3*sizeof(float));
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@ -777,9 +922,6 @@ Mesh GenMeshCube(float width, float height, float length)
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mesh.vertexCount = cube->ntriangles*3;
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mesh.triangleCount = cube->ntriangles;
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//for (int i = 0; i < cube->ntriangles*3; i++) printf("%i ", cube->triangles[i]);
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//for (int i = 0; i < cube->npoints*3; i += 3) printf("\nv%.1f %.1f %.1f ", cube->points[i], cube->points[i + 1], cube->points[i + 2]);
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for (int k = 0; k < mesh.vertexCount; k++)
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{
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@ -791,11 +933,50 @@ Mesh GenMeshCube(float width, float height, float length)
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mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1];
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mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2];
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mesh.texcoords[k*2] = 0.0f;//cube->tcoords[cube->triangles[k]*2];
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mesh.texcoords[k*2 + 1] = 0.0f;//cube->tcoords[cube->triangles[k]*2 + 1];
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mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2];
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mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1];
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}
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par_shapes_free_mesh(cube);
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#endif
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate sphere mesh (standard sphere)
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RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
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{
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Mesh mesh = { 0 };
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par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
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par_shapes_scale(sphere, radius, radius, radius);
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// NOTE: Soft normals are computed internally
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mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
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mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float));
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mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
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mesh.vertexCount = sphere->ntriangles*3;
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mesh.triangleCount = sphere->ntriangles;
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for (int k = 0; k < mesh.vertexCount; k++)
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{
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mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
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mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
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mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
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mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
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mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
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mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
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mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
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mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
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}
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par_shapes_free_mesh(sphere);
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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//RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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//RLAPI Mesh GenMeshCylinder(float radiusTop, float radiusBottom, float height, int slices); // Generate cylinder mesh
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//RLAPI Mesh GenMeshTorus(float radius1, float radius2, int radSeg, int sides); // Generate torus mesh
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//RLAPI Mesh GenMeshTube(float radius1, float radius2, float height, int sides); // Generate tube mesh
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// Generate hemi-sphere mesh (half sphere, no bottom cap)
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RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
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{
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Mesh mesh = { 0 };
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par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
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par_shapes_scale(sphere, radius, radius, radius);
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// NOTE: Soft normals are computed internally
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mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
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mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float));
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mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
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mesh.vertexCount = sphere->ntriangles*3;
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mesh.triangleCount = sphere->ntriangles;
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for (int k = 0; k < mesh.vertexCount; k++)
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{
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mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
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mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
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mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
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mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
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mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
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mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
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mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
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mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
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}
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par_shapes_free_mesh(sphere);
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate cylinder mesh
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Mesh GenMeshCylinder(float radius, float height, int slices)
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{
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Mesh mesh = { 0 };
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// Instance a cylinder that sits on the Z=0 plane using the given tessellation
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// levels across the UV domain. Think of "slices" like a number of pizza
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// slices, and "stacks" like a number of stacked rings.
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// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
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par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
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par_shapes_scale(cylinder, radius, radius, height);
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par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 });
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// Generate an orientable disk shape (top cap)
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par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 });
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capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints);
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for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f;
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par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 });
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par_shapes_translate(capTop, 0, height, 0);
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// Generate an orientable disk shape (bottom cap)
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par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
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capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
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for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
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par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
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par_shapes_merge_and_free(cylinder, capTop);
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par_shapes_merge_and_free(cylinder, capBottom);
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mesh.vertices = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float));
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mesh.texcoords = (float *)malloc(cylinder->ntriangles*3*2*sizeof(float));
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mesh.normals = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float));
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mesh.vertexCount = cylinder->ntriangles*3;
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mesh.triangleCount = cylinder->ntriangles;
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for (int k = 0; k < mesh.vertexCount; k++)
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{
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mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3];
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mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1];
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mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2];
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mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3];
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mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1];
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mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2];
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mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2];
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mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1];
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}
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par_shapes_free_mesh(cylinder);
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// Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false);
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return mesh;
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}
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// Generate torus mesh
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Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
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{
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Mesh mesh = { 0 };
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if (radius > 1.0f) radius = 1.0f;
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else if (radius < 0.1f) radius = 0.1f;
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// Create a donut that sits on the Z=0 plane with the specified inner radius
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// The outer radius can be controlled with par_shapes_scale
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par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius);
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par_shapes_scale(torus, size/2, size/2, size/2);
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mesh.vertices = (float *)malloc(torus->ntriangles*3*3*sizeof(float));
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mesh.texcoords = (float *)malloc(torus->ntriangles*3*2*sizeof(float));
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mesh.normals = (float *)malloc(torus->ntriangles*3*3*sizeof(float));
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mesh.vertexCount = torus->ntriangles*3;
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mesh.triangleCount = torus->ntriangles;
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for (int k = 0; k < mesh.vertexCount; k++)
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{
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mesh.vertices[k*3] = torus->points[torus->triangles[k]*3];
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mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1];
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mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2];
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mesh.normals[k*3] = torus->normals[torus->triangles[k]*3];
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mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1];
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mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(torus);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generate trefoil knot mesh
|
||||
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
if (radius > 3.0f) radius = 3.0f;
|
||||
else if (radius < 0.5f) radius = 0.5f;
|
||||
|
||||
par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius);
|
||||
par_shapes_scale(knot, size, size, size);
|
||||
|
||||
mesh.vertices = (float *)malloc(knot->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(knot->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(knot->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = knot->ntriangles*3;
|
||||
mesh.triangleCount = knot->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = knot->points[knot->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = knot->normals[knot->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(knot);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generate a mesh from heightmap
|
||||
// NOTE: Vertex data is uploaded to GPU
|
||||
|
@ -1276,6 +1630,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
|
|||
|
||||
return mesh;
|
||||
}
|
||||
#endif // SUPPORT_MESH_GENERATION
|
||||
|
||||
// Load material data (from file)
|
||||
Material LoadMaterial(const char *fileName)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue