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Fix materials loading for IQM models (#1227)
This commit is contained in:
16
src/models.c
16
src/models.c
@@ -3050,6 +3050,7 @@ static Model LoadIQM(const char *fileName)
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#define BONE_NAME_LENGTH 32 // BoneInfo name string length
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#define BONE_NAME_LENGTH 32 // BoneInfo name string length
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#define MESH_NAME_LENGTH 32 // Mesh name string length
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#define MESH_NAME_LENGTH 32 // Mesh name string length
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#define MATERIAL_NAME_LENGTH 32 // Material name string length
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// IQM file structs
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// IQM file structs
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//-----------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------
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@@ -3182,12 +3183,25 @@ static Model LoadIQM(const char *fileName)
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model.meshCount = iqm.num_meshes;
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model.meshCount = iqm.num_meshes;
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.materialCount = model.meshCount;
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model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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char name[MESH_NAME_LENGTH] = { 0 };
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char name[MESH_NAME_LENGTH] = { 0 };
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char material[MATERIAL_NAME_LENGTH] = { 0 };
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for (int i = 0; i < model.meshCount; i++)
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for (int i = 0; i < model.meshCount; i++)
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{
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{
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fseek(iqmFile, iqm.ofs_text + imesh[i].name, SEEK_SET);
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fseek(iqmFile, iqm.ofs_text + imesh[i].name, SEEK_SET);
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fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
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fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile);
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fseek(iqmFile, iqm.ofs_text + imesh[i].material, SEEK_SET);
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fread(material, sizeof(char)*MATERIAL_NAME_LENGTH, 1, iqmFile);
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model.materials[i] = LoadMaterialDefault();
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TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material);
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model.meshes[i].vertexCount = imesh[i].num_vertexes;
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model.meshes[i].vertexCount = imesh[i].num_vertexes;
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model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions
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model.meshes[i].vertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex positions
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