3d Camera: Added support for field-of-view Y

This commit is contained in:
raysan5 2016-03-05 13:05:45 +01:00
parent dcbf2a0e0c
commit d8bd8634ab
20 changed files with 53 additions and 46 deletions

View file

@ -558,19 +558,9 @@ Model LoadModel(const char *fileName)
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(mesh); // Upload vertex data to GPU
// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
// NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
// NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh
/*
if (rlGetVersion() != OPENGL_11)
{
free(mesh.vertices);
free(mesh.texcoords);
free(mesh.normals);
free(mesh.colors);
}
*/
// NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
// We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
// ...but we could keep CPU vertex data in case we need to update the mesh
}
return model;
@ -1082,16 +1072,16 @@ void UnloadModel(Model model)
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
if (model.mesh.tangents != NULL) free(model.mesh.tangents);
if (model.mesh.colors != NULL) free(model.mesh.colors);
free(model.mesh.colors);
//if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
//if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2
rlDeleteBuffers(model.mesh.vboId[4]); // tangents
rlDeleteBuffers(model.mesh.vboId[5]); // colors
//rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
rlDeleteVertexArrays(model.mesh.vaoId);