RENAMED: MeshTangents() -> GenMeshTangents()

RENAMED: MeshBinormals() -> GenMeshBinormals()
This commit is contained in:
Ray 2021-06-17 00:04:24 +02:00
parent f3d38018cd
commit 4decbb2586
2 changed files with 4 additions and 4 deletions

View file

@ -2646,7 +2646,7 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
// Compute mesh tangents
// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
void MeshTangents(Mesh *mesh)
void GenMeshTangents(Mesh *mesh)
{
if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting");
@ -2726,7 +2726,7 @@ void MeshTangents(Mesh *mesh)
}
// Compute mesh binormals (aka bitangent)
void MeshBinormals(Mesh *mesh)
void GenMeshBinormals(Mesh *mesh)
{
for (int i = 0; i < mesh->vertexCount; i++)
{

View file

@ -1435,8 +1435,8 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Mesh manipulation functions
RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)