sigh, another attempt at fixing normal shading for android

This commit is contained in:
Shredder
2026-04-12 02:09:42 +05:00
parent c188fa0ce2
commit e1c2210621
7 changed files with 36 additions and 25 deletions

View File

@@ -128,7 +128,7 @@ void drawArrayVTN(int bufferId, int vertices, int vertexSize /* = 24 */) {
glVertexPointer2( 3, GL_FLOAT, vertexSize, 0);
glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
//glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4));
glNormalPointer(GL_BYTE, vertexSize, (GLvoid*) (6 * 4));
glNormalPointer(GL_FLOAT, vertexSize, (GLvoid*) (6 * 4));
glDrawArrays2(GL_TRIANGLES, 0, vertices);
@@ -145,7 +145,7 @@ void drawArrayVTCN_NoState(int bufferId, int vertices, int vertexSize /* = 24 */
glVertexPointer2( 3, GL_FLOAT, vertexSize, 0);
glTexCoordPointer2(2, GL_FLOAT, vertexSize, (GLvoid*) (3 * 4));
//glColorPointer2(4, GL_UNSIGNED_BYTE, vertexSize, (GLvoid*) (5*4));
glNormalPointer(GL_BYTE, vertexSize, (GLvoid*) (6 * 4));
glNormalPointer(GL_FLOAT, vertexSize, (GLvoid*) (6 * 4));
glDrawArrays2(GL_TRIANGLES, 0, vertices);
}