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@@ -1500,7 +1500,7 @@ void rlglGenerateMipmaps(Texture2D texture)
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}
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// Upload vertex data into a VAO (if supported) and VBO
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-void rlglLoadMesh(Mesh *mesh)
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+void rlglLoadMesh(Mesh *mesh, bool dynamic)
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{
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[0] = 0; // Vertex positions VBO
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@@ -1510,6 +1510,9 @@ void rlglLoadMesh(Mesh *mesh)
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mesh->vboId[4] = 0; // Vertex tangents VBO
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mesh->vboId[5] = 0; // Vertex texcoords2 VBO
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mesh->vboId[6] = 0; // Vertex indices VBO
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+
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+ int drawHint = GL_STATIC_DRAW;
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+ if (dynamic) drawHint = GL_DYNAMIC_DRAW;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLuint vaoId = 0; // Vertex Array Objects (VAO)
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@@ -1527,14 +1530,14 @@ void rlglLoadMesh(Mesh *mesh)
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// Enable vertex attributes: position (shader-location = 0)
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glGenBuffers(1, &vboId[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[0]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint);
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glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(0);
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// Enable vertex attributes: texcoords (shader-location = 1)
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glGenBuffers(1, &vboId[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[1]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(1);
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@@ -1543,7 +1546,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[2]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[2]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint);
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glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(2);
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}
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@@ -1559,7 +1562,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[3]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[3]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
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glEnableVertexAttribArray(3);
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}
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@@ -1575,7 +1578,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[4]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[4]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint);
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glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(4);
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}
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@@ -1591,7 +1594,7 @@ void rlglLoadMesh(Mesh *mesh)
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{
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glGenBuffers(1, &vboId[5]);
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glBindBuffer(GL_ARRAY_BUFFER, vboId[5]);
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- glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, GL_STATIC_DRAW);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint);
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glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
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glEnableVertexAttribArray(5);
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}
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