diff --git a/examples/Makefile b/examples/Makefile
index 0f5af45fa..366327ffe 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -611,7 +611,7 @@ MODELS = \
models/models_cubicmap_rendering \
models/models_first_person_maze \
models/models_geometric_shapes \
- models/models_gpu_skinning \
+ models/models_animation_gpu_skinning \
models/models_heightmap_rendering \
models/models_loading \
models/models_loading_gltf \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index 943ddb42a..7aa216493 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -611,7 +611,7 @@ MODELS = \
models/models_cubicmap_rendering \
models/models_first_person_maze \
models/models_geometric_shapes \
- models/models_gpu_skinning \
+ models/models_animation_gpu_skinning \
models/models_heightmap_rendering \
models/models_loading \
models/models_loading_gltf \
@@ -1063,7 +1063,7 @@ models/models_first_person_maze: models/models_first_person_maze.c
models/models_geometric_shapes: models/models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-models/models_gpu_skinning: models/models_gpu_skinning.c
+models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
diff --git a/examples/README.md b/examples/README.md
index 56cf8fb3e..1753a31bc 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -170,7 +170,7 @@ Examples using raylib models functionality, including models loading/generation
| [models_heightmap_rendering](models/models_heightmap_rendering.c) |
| ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_skybox_rendering](models/models_skybox_rendering.c) |
| ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [models_textured_cube](models/models_textured_cube.c) |
| ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
-| [models_gpu_skinning](models/models_gpu_skinning.c) |
| ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
+| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) |
| ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
| [models_bone_socket](models/models_bone_socket.c) |
| ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
| [models_tesseract_view](models/models_tesseract_view.c) |
| ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
diff --git a/examples/examples_list.txt b/examples/examples_list.txt
index ec00f3961..ead1bf220 100644
--- a/examples/examples_list.txt
+++ b/examples/examples_list.txt
@@ -124,7 +124,7 @@ models;models_waving_cubes;★★★☆;2.5;3.7;2019;2025;"Codecat";@codecat
models;models_heightmap_rendering;★☆☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5
models;models_skybox_rendering;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5
models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5
-models;models_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
+models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
diff --git a/examples/models/models_gpu_skinning.c b/examples/models/models_animation_gpu_skinning.c
similarity index 96%
rename from examples/models/models_gpu_skinning.c
rename to examples/models/models_animation_gpu_skinning.c
index ac989aa60..337df931c 100644
--- a/examples/models/models_gpu_skinning.c
+++ b/examples/models/models_animation_gpu_skinning.c
@@ -1,121 +1,121 @@
-/*******************************************************************************************
-*
-* raylib [models] example - gpu skinning
-*
-* Example complexity rating: [★★★☆] 3/4
-*
-* Example originally created with raylib 4.5, last time updated with raylib 4.5
-*
-* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
-*
-* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
-* BSD-like license that allows static linking with closed source software
-*
-* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
-*
-* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include "raymath.h"
-
-#if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
-#else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
-#endif
-
-//------------------------------------------------------------------------------------
-// Program main entry point
-//------------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - gpu skinning");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- // Load gltf model
- Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
-
- // Load skinning shader
- Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
-
- characterModel.materials[1].shader = skinningShader;
-
- // Load gltf model animations
- int animsCount = 0;
- unsigned int animIndex = 0;
- unsigned int animCurrentFrame = 0;
- ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- DisableCursor(); // Limit cursor to relative movement inside the window
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_THIRD_PERSON);
-
- // Select current animation
- if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
- else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
-
- // Update model animation
- ModelAnimation anim = modelAnimations[animIndex];
- animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
- characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
- UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- // Draw character mesh, pose calculation is done in shader (GPU skinning)
- DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
-
- DrawGrid(10, 1.0f);
-
- EndMode3D();
-
- DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
- UnloadModel(characterModel); // Unload model and meshes/material
- UnloadShader(skinningShader); // Unload GPU skinning shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
+/*******************************************************************************************
+*
+* raylib [models] example - animation gpu skinning
+*
+* Example complexity rating: [★★★☆] 3/4
+*
+* Example originally created with raylib 4.5, last time updated with raylib 4.5
+*
+* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
+*
+* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "raymath.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // Load gltf model
+ Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
+
+ // Load skinning shader
+ Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
+
+ characterModel.materials[1].shader = skinningShader;
+
+ // Load gltf model animations
+ int animsCount = 0;
+ unsigned int animIndex = 0;
+ unsigned int animCurrentFrame = 0;
+ ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ DisableCursor(); // Limit cursor to relative movement inside the window
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_THIRD_PERSON);
+
+ // Select current animation
+ if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
+ else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
+
+ // Update model animation
+ ModelAnimation anim = modelAnimations[animIndex];
+ animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
+ characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
+ UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ // Draw character mesh, pose calculation is done in shader (GPU skinning)
+ DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
+
+ DrawGrid(10, 1.0f);
+
+ EndMode3D();
+
+ DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
+ UnloadModel(characterModel); // Unload model and meshes/material
+ UnloadShader(skinningShader); // Unload GPU skinning shader
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
}
\ No newline at end of file
diff --git a/examples/models/models_gpu_skinning.png b/examples/models/models_animation_gpu_skinning.png
similarity index 100%
rename from examples/models/models_gpu_skinning.png
rename to examples/models/models_animation_gpu_skinning.png
diff --git a/projects/VS2022/examples/models_gpu_skinning.vcxproj b/projects/VS2022/examples/models_animation_gpu_skinning.vcxproj
similarity index 98%
rename from projects/VS2022/examples/models_gpu_skinning.vcxproj
rename to projects/VS2022/examples/models_animation_gpu_skinning.vcxproj
index 25b94488f..54cf73094 100644
--- a/projects/VS2022/examples/models_gpu_skinning.vcxproj
+++ b/projects/VS2022/examples/models_animation_gpu_skinning.vcxproj
@@ -1,569 +1,569 @@
-
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-
-
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- {8245DAD9-D402-4D5C-8F45-32229CD3B263}
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-
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\ No newline at end of file
diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln
index 9fb624a20..fe2241434 100644
--- a/projects/VS2022/raylib.sln
+++ b/projects/VS2022/raylib.sln
@@ -299,7 +299,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_top_down_lights", "e
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_advanced", "examples\shapes_rectangle_advanced.vcxproj", "{FAFEE2F9-24B0-4AF1-B512-433E9590033F}"
EndProject
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gpu_skinning", "examples\models_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}"
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation_gpu_skinning", "examples\models_animation_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap_rendering", "examples\shaders_shadowmap_rendering.vcxproj", "{41BBCC10-6FDE-48A1-B2E0-A0EC6A668629}"
EndProject