Redesign to use Material type -IN PROGRESS-
Requires Shader access functions review
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parent
893facdf6d
commit
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4 changed files with 89 additions and 233 deletions
18
src/models.c
18
src/models.c
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@ -551,10 +551,7 @@ Model LoadModel(const char *fileName)
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
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if (mesh.vertexCount == 0)
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{
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TraceLog(WARNING, "Model could not be loaded");
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}
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if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
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else
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{
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// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
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@ -627,17 +624,8 @@ void UnloadModel(Model model)
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// Link a texture to a model
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void SetModelTexture(Model *model, Texture2D texture)
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{
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if (texture.id <= 0)
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{
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// Use default white texture (use mesh color)
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model->texture.id = whiteTexture; // OpenGL 1.1
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model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
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}
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else
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{
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model->texture = texture;
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model->shader.texDiffuseId = texture.id;
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}
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if (texture.id <= 0) model->material.texDiffuse.id = whiteTexture; // Use default white texture
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else model->material.texDiffuse = texture;
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}
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static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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