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Remove trailing spaces
This commit is contained in:
28
src/models.c
28
src/models.c
@@ -828,16 +828,16 @@ void UnloadModelKeepMeshes(Model model)
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BoundingBox GetModelBoundingBox(Model model)
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{
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BoundingBox bounds = { 0 };
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if (model.meshCount > 0)
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{
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{
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Vector3 temp = { 0 };
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bounds = GetMeshBoundingBox(model.meshes[0]);
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for (int i = 1; i < model.meshCount; i++)
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{
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BoundingBox tempBounds = GetMeshBoundingBox(model.meshes[i]);
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temp.x = (bounds.min.x < tempBounds.min.x)? bounds.min.x : tempBounds.min.x;
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temp.y = (bounds.min.y < tempBounds.min.y)? bounds.min.y : tempBounds.min.y;
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temp.z = (bounds.min.z < tempBounds.min.z)? bounds.min.z : tempBounds.min.z;
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@@ -849,7 +849,7 @@ BoundingBox GetModelBoundingBox(Model model)
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bounds.max = temp;
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}
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}
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return bounds;
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}
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@@ -1105,7 +1105,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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// transforms[0]: model transformation provided (includes DrawModel() params combined with model.transform)
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// rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack
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matModel = MatrixMultiply(transforms[0], rlGetMatrixTransform());
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// Get model-view matrix
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matModelView = MatrixMultiply(matModel, matView);
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}
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@@ -1376,7 +1376,7 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
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// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
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if (materials != NULL)
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{
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for (unsigned int i = 0; i < count; i++)
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for (unsigned int i = 0; i < count; i++)
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{
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materials[i].shader.id = rlGetShaderIdDefault();
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materials[i].shader.locs = rlGetShaderLocsDefault();
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@@ -1396,7 +1396,7 @@ Material LoadMaterialDefault(void)
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// Using rlgl default shader
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material.shader.id = rlGetShaderIdDefault();
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material.shader.locs = rlGetShaderLocsDefault();
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// Using rlgl default texture (1x1 pixel, UNCOMPRESSED_R8G8B8A8, 1 mipmap)
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material.maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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//material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set
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@@ -2825,7 +2825,7 @@ void GenMeshTangents(Mesh *mesh)
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RL_FREE(tan2);
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if (mesh->vboId != NULL)
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{
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{
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if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
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{
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// Upate existing vertex buffer
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@@ -2834,15 +2834,15 @@ void GenMeshTangents(Mesh *mesh)
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else
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{
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// Load a new tangent attributes buffer
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
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}
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rlEnableVertexArray(mesh->vaoId);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(4);
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rlDisableVertexArray();
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}
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TRACELOG(LOG_INFO, "MESH: Tangents data computed and uploaded for provided mesh");
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}
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@@ -3370,7 +3370,7 @@ static Model LoadOBJ(const char *fileName)
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if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
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else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount);
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model.meshCount = materialCount;
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model.meshCount = materialCount;
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// Init model materials array
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if (materialCount > 0)
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@@ -3468,7 +3468,7 @@ static Model LoadOBJ(const char *fileName)
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// Get default texture, in case no texture is defined
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// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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