VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
mdl_submesh *sm, m4x3f transform )
{
VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
mdl_submesh *sm, m4x3f transform )
{
indice_count = pscene->indice_count,
vertex_length = vertex_count * sizeof(scene_vert),
index_length = indice_count * sizeof(u32),
indice_count = pscene->indice_count,
vertex_length = vertex_count * sizeof(scene_vert),
index_length = indice_count * sizeof(u32),
- glVertexAttribPointer( 1, 3, GL_BYTE, GL_TRUE,
+ glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE,
stride, (void *)offsetof(scene_vert, norm) );
glEnableVertexAttribArray( 1 );
stride, (void *)offsetof(scene_vert, norm) );
glEnableVertexAttribArray( 1 );
stride, (void *)offsetof(scene_vert, uv) );
glEnableVertexAttribArray( 2 );
stride, (void *)offsetof(scene_vert, uv) );
glEnableVertexAttribArray( 2 );
/* 3: light cluster */
glVertexAttribIPointer( 3, 4, GL_UNSIGNED_SHORT,
stride, (void *)offsetof(scene_vert, lights) );
glEnableVertexAttribArray( 3 );
/* 3: light cluster */
glVertexAttribIPointer( 3, 4, GL_UNSIGNED_SHORT,
stride, (void *)offsetof(scene_vert, lights) );
glEnableVertexAttribArray( 3 );