Buffer userdata object and rlgl Vertex buffers management.
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@@ -9,9 +9,9 @@ local vertices = {
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triSize, 0.0, triSize
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}
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local colors = {
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RL.RED, RL.RED, RL.RED,
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RL.GREEN, RL.GREEN, RL.GREEN,
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RL.BLUE, RL.BLUE, RL.BLUE
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255, 0, 0,
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0, 255, 0,
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0, 0, 255
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}
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local VBO_VERTEX_POS = 0
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@@ -25,23 +25,26 @@ local mesh = {
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}
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}
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function uploadMesh()
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local function uploadMesh()
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mesh.vaoId = RL.rlLoadVertexArray()
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RL.rlEnableVertexArray( mesh.vaoId )
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-- Vertices.
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mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false )
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local vertexBuffer = RL.LoadBuffer( vertices, RL.BUFFER_FLOAT )
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mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertexBuffer, false )
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RL.rlSetVertexAttribute( VBO_VERTEX_POS, 3, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( VBO_VERTEX_POS )
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-- Colors.
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mesh.vboIds.colors = RL.rlLoadVertexBuffer( vertices, RL.RL_UNSIGNED_BYTE, false )
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local colorBuffer = RL.LoadBuffer( colors, RL.BUFFER_UNSIGNED_CHAR )
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mesh.vboIds.colors = RL.rlLoadVertexBuffer( colorBuffer, false )
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RL.rlSetVertexAttribute( VBO_COLOR_POS, 4, RL.RL_UNSIGNED_BYTE, false, 0, 0 )
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RL.rlEnableVertexAttribute( VBO_COLOR_POS )
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RL.rlDisableVertexArray()
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print( "Mesh:" )
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print( "\nMesh:" )
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print( "\tvaoId: "..mesh.vaoId )
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print( "\tvboIds.vertices: "..mesh.vboIds.vertices )
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print( "\tvboIds.colors: "..mesh.vboIds.colors )
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@@ -59,7 +62,7 @@ function RL.init()
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uploadMesh()
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end
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function drawMesh()
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local function drawMesh()
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end
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function RL.draw()
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