From 077bef42861644f1f25070d23363a1bfa2e7a4a6 Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 24 Feb 2018 12:31:32 +0100 Subject: Support 4 components mesh.tangent data Added struct Vector4 for convenience --- src/raylib.h | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) (limited to 'src/raylib.h') diff --git a/src/raylib.h b/src/raylib.h index 782dd4e5..41755dc3 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -322,6 +322,14 @@ typedef struct Vector3 { float z; } Vector3; +// Vector4 type +typedef struct Vector4 { + float x; + float y; + float z; + float w; +} Vector4; + // Matrix type (OpenGL style 4x4 - right handed, column major) typedef struct Matrix { float m0, m4, m8, m12; @@ -422,7 +430,7 @@ typedef struct Mesh { 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) + float *tangents; // Vertex tangents (XYZW - 4 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) -- cgit v1.2.3