mirror of https://github.com/godotengine/godot
For octahedral compressed normals/tangents, we use vec4 in the shader regardless of whether a normal/tangent does/doesn't exist For the case where we only have a normal vector, we need to specify that there are only two components being used when calling glVertexAttrib Before we would always specify that there were 4 components, and used offsets to determine where in the vertex buffer to read data from but this doesn't work on all platforms |
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| .. | ||
| alsa | ||
| alsamidi | ||
| coreaudio | ||
| coremidi | ||
| dummy | ||
| gl_context | ||
| gles2 | ||
| gles3 | ||
| gles_common | ||
| png | ||
| pulseaudio | ||
| unix | ||
| wasapi | ||
| windows | ||
| winmidi | ||
| xaudio2 | ||
| SCsub | ||
| register_driver_types.cpp | ||
| register_driver_types.h | ||