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REVIEWED: Formatting, follow raylib coding conventions
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@@ -4327,7 +4327,7 @@ static Model LoadIQM(const char *fileName)
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model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture(TextFormat("%s/%s", basePath, material));
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model.meshMaterial[i] = i;
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TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material);
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model.meshes[i].vertexCount = imesh[i].num_vertexes;
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@@ -4636,7 +4636,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
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animations[a].boneCount = iqmHeader->num_poses;
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animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
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animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
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memcpy(animations[a].name, fileDataPtr + iqmHeader->ofs_text + anim[a].name, 32); // I don't like this 32 here
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memcpy(animations[a].name, fileDataPtr + iqmHeader->ofs_text + anim[a].name, 32); // I don't like this 32 here
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TraceLog(LOG_INFO, "IQM Anim %s", animations[a].name);
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// animations[a].framerate = anim.framerate; // TODO: Use animation framerate data?
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@@ -4913,7 +4913,7 @@ static Model LoadGLTF(const char *fileName)
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PBR specular/glossiness flow and extended texture flows not supported
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- Supports multiple meshes per model (every primitives is loaded as a separate mesh)
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- Supports basic animations
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- Transforms, including parent-child relations, are applied on the mesh data, but the
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- Transforms, including parent-child relations, are applied on the mesh data, but the
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hierarchy is not kept (as it can't be represented).
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- Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes)
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are turned into separate raylib Meshes.
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@@ -5101,7 +5101,7 @@ static Model LoadGLTF(const char *fileName)
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// Each primitive within a glTF node becomes a Raylib Mesh.
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// The local-to-world transform of each node is used to transform the
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// points/normals/tangents of the created Mesh(es).
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// Any glTF mesh linked from more than one Node (i.e. instancing)
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// Any glTF mesh linked from more than one Node (i.e. instancing)
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// is turned into multiple Mesh's, as each Node will have its own
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// transform applied.
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// Note: the code below disregards the scenes defined in the file, all nodes are used.
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@@ -5262,7 +5262,7 @@ static Model LoadGLTF(const char *fileName)
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported", fileName);
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName);
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int index = mesh->primitives[p].attributes[j].index;
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if (index == 0) model.meshes[meshIndex].texcoords = texcoordPtr;
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else if (index == 1) model.meshes[meshIndex].texcoords2 = texcoordPtr;
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