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authorJoel Davis <joeld42@gmail.com>2016-12-31 14:05:30 -0800
committerJoel Davis <joeld42@gmail.com>2016-12-31 14:05:30 -0800
commit674ee2cf752aa31d688210418a4ceb349afdce38 (patch)
treee96b6c3a1b33c51cd5fe887547ec94f2ee164b36 /src
parent202f45415c98df2201202ba8edb10b6496cbeb62 (diff)
downloadraylib-674ee2cf752aa31d688210418a4ceb349afdce38.tar.gz
raylib-674ee2cf752aa31d688210418a4ceb349afdce38.zip
Fix vbo indexes for rlglUpdateMesh
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index cb1ac709..9770b647 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1950,27 +1950,27 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
} break;
case 2: // Update normals (vertex normals)
{
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals);
} break;
case 3: // Update colors (vertex colors)
{
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors);
} break;
case 4: // Update tangents (vertex tangents)
{
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents);
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2);
} break;