REVIEWED: OpenGL 1.1 working again
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parent
cba412cc31
commit
fb9a437f8a
2 changed files with 95 additions and 57 deletions
75
src/models.c
75
src/models.c
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@ -813,9 +813,6 @@ void UnloadModelKeepMeshes(Model model)
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TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
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}
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#define GL_UNSIGNED_BYTE 0x1401
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#define GL_FLOAT 0x1406
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// Upload vertex data into a VAO (if supported) and VBO
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void UploadMesh(Mesh *mesh, bool dynamic)
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{
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@ -845,19 +842,19 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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// Enable vertex attributes: position (shader-location = 0)
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mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(0, 3, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(1, 2, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(1);
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if (mesh->normals != NULL)
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{
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// Enable vertex attributes: normals (shader-location = 2)
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mesh->vboId[2] = rlLoadVertexBuffer(mesh->normals, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(2, 3, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(2);
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}
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else
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@ -872,7 +869,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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{
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// Enable vertex attribute: color (shader-location = 3)
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mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
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rlSetVertexAttribute(3, 4, GL_UNSIGNED_BYTE, 1, 0, 0);
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rlSetVertexAttribute(3, 4, RL_UNSIGNED_BYTE, 1, 0, 0);
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rlEnableVertexAttribute(3);
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}
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else
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@ -887,7 +884,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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{
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// Enable vertex attribute: tangent (shader-location = 4)
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mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
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rlSetVertexAttribute(4, 4, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(4);
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}
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else
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@ -902,7 +899,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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{
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// Enable vertex attribute: texcoord2 (shader-location = 5)
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mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
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rlSetVertexAttribute(5, 2, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(5);
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}
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else
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@ -929,37 +926,35 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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void DrawMesh(Mesh mesh, Material material, Matrix transform)
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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/*
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_NORMAL_ARRAY 0x8075
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#define GL_COLOR_ARRAY 0x8076
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#define GL_TEXTURE_COORD_ARRAY 0x8078
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// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
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if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
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if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
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glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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rlEnableTexture(material.maps[MATERIAL_MAP_DIFFUSE].texture.id);
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rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
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rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
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rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
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rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, material.maps[MATERIAL_MAP_DIFFUSE].color.g, material.maps[MATERIAL_MAP_DIFFUSE].color.b, material.maps[MATERIAL_MAP_DIFFUSE].color.a);
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rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
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material.maps[MATERIAL_MAP_DIFFUSE].color.g,
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material.maps[MATERIAL_MAP_DIFFUSE].color.b,
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material.maps[MATERIAL_MAP_DIFFUSE].color.a);
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if (mesh.indices != NULL) glDrawArrayElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
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else glDrawArrays(0, mesh.vertexCount);
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
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else rlDrawVertexArray(0, mesh.vertexCount);
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rlPopMatrix();
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glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
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if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
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if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
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rlDisableStatePointer(GL_VERTEX_ARRAY);
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rlDisableStatePointer(GL_TEXTURE_COORD_ARRAY);
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rlDisableStatePointer(GL_NORMAL_ARRAY);
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rlDisableStatePointer(GL_COLOR_ARRAY);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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*/
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rlDisableTexture();
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@ -1039,23 +1034,23 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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{
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// Bind mesh VBO data: vertex position (shader-location = 0)
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rlEnableVertexBuffer(mesh.vboId[0]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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rlEnableVertexBuffer(mesh.vboId[0]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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// Bind mesh VBO data: vertex texcoords (shader-location = 1)
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rlEnableVertexBuffer(mesh.vboId[1]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
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if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
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{
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// Bind mesh VBO data: vertex normals (shader-location = 2)
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rlEnableVertexBuffer(mesh.vboId[2]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
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}
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@ -1065,7 +1060,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (mesh.vboId[3] != 0)
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{
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rlEnableVertexBuffer(mesh.vboId[3]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, 1, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
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}
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else
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@ -1082,7 +1077,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[4]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
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}
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@ -1090,7 +1085,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
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{
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rlEnableVertexBuffer(mesh.vboId[5]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
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}
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@ -1124,7 +1119,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MVP], matMVP);
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// Draw calls
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3);
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, 0);
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else rlDrawVertexArray(0, mesh.vertexCount);
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}
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