GenMeshTangents Fix (#1877)
* GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final
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1 changed files with 24 additions and 9 deletions
19
src/models.c
19
src/models.c
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@ -2652,8 +2652,17 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
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// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
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void GenMeshTangents(Mesh *mesh)
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{
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if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting");
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if (mesh->tangents == NULL)
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{
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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}
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else
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{
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rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
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RL_FREE(mesh->tangents);
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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}
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Vector3* tan1 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
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Vector3* tan2 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3));
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@ -2726,6 +2735,12 @@ void GenMeshTangents(Mesh *mesh)
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// Load a new tangent attributes buffer
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
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rlEnableVertexArray(mesh->vaoId);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(4);
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rlDisableVertexArray();
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TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
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}
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