Simplified texture flip and added comments

This commit is contained in:
raysan5 2016-04-07 13:31:53 +02:00
parent 4b51248372
commit aa22d97983
4 changed files with 13 additions and 5 deletions

View file

@ -1897,6 +1897,9 @@ Model rlglLoadModel(Mesh mesh)
// Create buffers for our vertex data (positions, texcoords, normals)
glGenBuffers(3, vertexBuffer);
// NOTE: Default shader is assigned to model, so vbo buffers are properly linked to vertex attribs
// If model shader is changed, vbo buffers must be re-assigned to new location points (previously loaded)
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
@ -2489,13 +2492,14 @@ static Shader LoadDefaultShader(void)
}
// Get location handlers to for shader attributes and uniforms
// NOTE: If any location is not found, loc point becomes -1
static void LoadDefaultShaderLocations(Shader *shader)
{
// Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); // -1 if not found
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
// Get handles to GLSL uniform locations (vertex shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
@ -2503,8 +2507,8 @@ static void LoadDefaultShaderLocations(Shader *shader)
// Get handles to GLSL uniform locations (fragment shader)
shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); // -1 if not found
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); // -1 if not found
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
}
// Read text file