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REVIEWED: Some old TODOs
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@@ -4525,7 +4525,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int
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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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// animations[a].framerate = anim.framerate; // TODO: Use framerate?
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// animations[a].framerate = anim.framerate; // TODO: Use animation framerate data?
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for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
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{
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@@ -4825,7 +4825,7 @@ static Model LoadGLTF(const char *fileName)
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TRACELOG(LOG_DEBUG, " > Textures count: %i", data->textures_count);
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// Force reading data buffers (fills buffer_view->buffer->data)
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// NOTE: If an uri is defined to base64 data or external path, it's automatically loaded -> TODO: Verify this assumption
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// NOTE: If an uri is defined to base64 data or external path, it's automatically loaded
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result = cgltf_load_buffers(&options, data, fileName);
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if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
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@@ -5517,7 +5517,6 @@ static Model LoadVOX(const char *fileName)
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memcpy(pmesh->vertices, pvertices, size);
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// Copy indices
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// TODO: Compute globals indices array
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size = voxarray.indices.used*sizeof(unsigned short);
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pmesh->indices = RL_MALLOC(size);
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memcpy(pmesh->indices, pindices, size);
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@@ -5803,7 +5802,7 @@ static Model LoadM3D(const char *fileName)
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model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
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model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w;
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// TODO: if the orientation quaternion not normalized, then that's encoding scaling
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// TODO: If the orientation quaternion is not normalized, then that's encoding scaling
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
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model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f;
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