Add multi texture support for materials in GLTF format (#979)
* Initial commit of addition for GLTF materials.. should support loading more than just albedo map. * Clean up * fixed seg faults and leaks * temp don't overwrite defuse colour when rendering * undid something dumb! * correctly mixed diffuse map color when rendering to preserve not overwrite it
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2 changed files with 133 additions and 96 deletions
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@ -106,7 +106,7 @@
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#ifndef RL_FREE
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#define RL_FREE(p) free(p)
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#endif
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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#if defined(__cplusplus)
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@ -336,6 +336,7 @@ typedef struct MaterialMap {
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// Material type (generic)
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typedef struct Material {
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char* name; // Material name
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Shader shader; // Material shader
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float *params; // Material generic parameters (if required)
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@ -1406,7 +1407,7 @@ RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check i
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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//------------------------------------------------------------------------------------
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// Network (Module: network)
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//------------------------------------------------------------------------------------
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