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Some TODOs and format reviews
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@@ -3845,7 +3845,6 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
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// Draw a model points
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// WARNING: OpenGL ES 2.0 does not support point mode drawing
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// TODO: gate these properly for non es 2.0 versions only
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void DrawModelPoints(Model model, Vector3 position, float scale, Color tint)
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{
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rlEnablePointMode();
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@@ -5021,7 +5020,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
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animations[a].framePoses = (Transform **)RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
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memcpy(animations[a].name, fileDataPtr + iqmHeader->ofs_text + anim[a].name, 32); // I don't like this 32 here
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TRACELOG(LOG_INFO, "IQM Anim %s", animations[a].name);
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// animations[a].framerate = anim.framerate; // TODO: Use animation framerate data?
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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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@@ -5029,7 +5028,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
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if (iqmHeader->num_joints > 0)
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memcpy(animations[a].bones[j].name, fileDataPtr + iqmHeader->ofs_text + joints[j].name, BONE_NAME_LENGTH*sizeof(char));
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else
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strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); // default bone name otherwise
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strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); // Default bone name otherwise
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animations[a].bones[j].parent = poses[j].parent;
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}
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@@ -5875,8 +5874,8 @@ static Model LoadGLTF(const char *fileName)
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//----------------------------------------------------------------------------------------------------
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// Load animation data
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// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
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// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
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// Ref: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
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// Ref: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
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//
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// LIMITATIONS:
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// - Only supports 1 armature per file, and skips loading it if there are multiple armatures
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