Draw the model.
Prepare the model shader.
Upload the model to the GPU.
Get the shader used by the model.
Default fragment shader used to render the model.
Default fragment shader used to render the model.
Bone each vertex belongs to. Each should be a fraction (bone index/bone count).
If true, the model will stay aligned to the camera on the Y camera-space axis.
Texture used to send matrices to the model.
If true, the model should "fold" the textures, letting them repeat automatically — used for block sides.
Rendering properties of the model.
If true, backface culling will be disabled. Used for rendering skeleton models.
Texture coordinates within given variants.
Atlas texture to be used by the model. Will NOT be freed along with the model.
Triangles in the model, each is an index in the vertex array.
Atlas texture fragments mapped to each vertex.
Vertices making up the model.
This struct represents an Isodi model uploaded to the GPU. Its resources are managed by Isodi and must NOT be cleaned up with Raylib functions, with the exception of the texture.