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WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
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@@ -12,7 +12,7 @@
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* #define SUPPORT_FILEFORMAT_GLTF
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* #define SUPPORT_FILEFORMAT_VOX
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* #define SUPPORT_FILEFORMAT_M3D
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* Selected desired fileformats to be supported for model data loading.
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* Selected desired fileformats to be supported for model data loading
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*
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* #define SUPPORT_MESH_GENERATION
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* Support procedural mesh generation functions, uses external par_shapes.h library
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@@ -2298,7 +2298,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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if (firstMeshWithBones != -1)
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{
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// Update all bones and boneMatrices of first mesh with bones.
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// Update all bones and boneMatrices of first mesh with bones
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for (int boneId = 0; boneId < anim.boneCount; boneId++)
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{
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Transform *bindTransform = &model.bindPose[boneId];
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@@ -5291,8 +5291,7 @@ static Model LoadGLTF(const char *fileName)
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> Texcoords: vec2: float
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> Colors: vec4: u8, u16, f32 (normalized)
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> Indices: u16, u32 (truncated to u16)
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- Scenes defined in the glTF file are ignored. All nodes in the file
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are used.
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- Scenes defined in the glTF file are ignored. All nodes in the file are used
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***********************************************************************************************/
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@@ -5347,8 +5346,8 @@ static Model LoadGLTF(const char *fileName)
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int primitivesCount = 0;
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// NOTE: We will load every primitive in the glTF as a separate raylib Mesh.
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// Determine total number of meshes needed from the node hierarchy.
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// NOTE: We will load every primitive in the glTF as a separate raylib Mesh
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// Determine total number of meshes needed from the node hierarchy
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for (unsigned int i = 0; i < data->nodes_count; i++)
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{
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cgltf_node *node = &(data->nodes[i]);
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@@ -5490,14 +5489,13 @@ static Model LoadGLTF(const char *fileName)
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// has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen
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}
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// Visit each node in the hierarchy and process any mesh linked from it.
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// Each primitive within a glTF node becomes a Raylib Mesh.
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// Visit each node in the hierarchy and process any mesh linked from it
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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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// 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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// 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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// is turned into multiple Mesh's, as each Node will have its own 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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//----------------------------------------------------------------------------------------------------
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int meshIndex = 0;
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for (unsigned int i = 0; i < data->nodes_count; i++)
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