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add 16-bit unsigned short vec4 format for gltf joint loading (#3821)
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@@ -5287,6 +5287,13 @@ static Model LoadGLTF(const char *fileName)
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unsigned short* ptr = (unsigned short*)model.meshes[meshIndex].boneIds;
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unsigned short* ptr = (unsigned short*)model.meshes[meshIndex].boneIds;
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LOAD_ATTRIBUTE(attribute, 2, unsigned short, ptr)
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LOAD_ATTRIBUTE(attribute, 2, unsigned short, ptr)
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}
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}
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else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4))
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{
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// Handle 16-bit unsigned short, vec4 format
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short));
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unsigned short* ptr = (unsigned short*)model.meshes[meshIndex].boneIds;
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LOAD_ATTRIBUTE(attribute, 4, unsigned short, ptr)
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}
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else if ((attribute->component_type == cgltf_component_type_r_32u) && (attribute->type == cgltf_type_vec4))
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else if ((attribute->component_type == cgltf_component_type_r_32u) && (attribute->type == cgltf_type_vec4))
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{
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{
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// Handle 32-bit unsigned int, vec4 format
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// Handle 32-bit unsigned int, vec4 format
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