diff options
| author | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-16 19:42:16 -0700 |
|---|---|---|
| committer | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-16 19:42:16 -0700 |
| commit | 706755d1464bd65623755c6c2b4df931a37e9eb5 (patch) | |
| tree | b69c4114981eaeaa8a51df0de8fcc0994abfcc0e /src/raylib.h | |
| parent | 9799856ad4864b808cbfb40b0b4398fcdf61c1c2 (diff) | |
| parent | e060944b34f11978392f5c24282c95781caae63e (diff) | |
| download | raylib-706755d1464bd65623755c6c2b4df931a37e9eb5.tar.gz raylib-706755d1464bd65623755c6c2b4df931a37e9eb5.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/raylib.h b/src/raylib.h index d464c8e9..911fd8b5 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -368,18 +368,20 @@ typedef struct BoundingBox { // Vertex data definning a mesh typedef struct Mesh { - int vertexCount; // num vertices + int vertexCount; // number of vertices stored in arrays float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices; // vertex indices (in case vertex data comes indexed) + int triangleCount; // number of triangles stored (indexed or not) BoundingBox bounds; // mesh limits defined by min and max points unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data) + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; // Shader type (generic shader) @@ -813,6 +815,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur Material LoadMaterial(const char *fileName); // Load material data (from file) Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +void UnloadMaterial(Material material); // Unload material textures from VRAM void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters |
