mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-20 10:18:14 +00:00
REVIEWED: Size of bones id supported, max 255 bones per mesh
This commit is contained in:
@@ -331,7 +331,7 @@ typedef struct Mesh {
|
||||
// Animation vertex data
|
||||
float *animVertices; // Animated vertex positions (after bones transformations)
|
||||
float *animNormals; // Animated normals (after bones transformations)
|
||||
int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
|
||||
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
|
||||
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
|
||||
|
||||
// OpenGL identifiers
|
||||
|
@@ -4067,7 +4067,7 @@ static Model LoadIQM(const char *fileName)
|
||||
model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
|
||||
model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
|
||||
|
||||
model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
|
||||
model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(unsigned char)); // Up-to 4 bones supported!
|
||||
model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
|
||||
|
||||
model.meshes[i].triangleCount = imesh[i].num_triangles;
|
||||
|
Reference in New Issue
Block a user