WIP on shaders and textures

Moved functions: LoadShader(), UnloadShader()
Add support for PVR textures compressed/uncompressed
WIP: Detect available extensions for compressed textures
This commit is contained in:
raysan5 2015-04-13 20:15:28 +02:00
parent a632a04a30
commit 7d2318c167
5 changed files with 189 additions and 14 deletions

View file

@ -1101,12 +1101,33 @@ void UnloadModel(Model model)
rlDeleteShader(model.shader.id);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0) model->texture.id = whiteTexture; // Default white texture (use mesh color)
else model->texture = texture;
}
// Load a custom shader (vertex shader + fragment shader)
Shader LoadShader(char *vsFileName, char *fsFileName)
{
Shader shader = rlglLoadShader(vsFileName, fsFileName);
return shader;
}
// Unload a custom shader from memory
void UnloadShader(Shader shader)
{
rlDeleteShader(shader.id);
}
// Set shader for a model
void SetModelShader(Model *model, Shader shader)
{
rlglSetModelShader(model, shader);
}
// Draw a model (with texture if set)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
{