Check textures available before loading
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@ -2846,21 +2846,21 @@ static Model LoadOBJ(const char *fileName)
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} tinyobj_material_t;
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*/
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model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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model.materials[m].maps[MAP_DIFFUSE].color = (Color){ (float)(materials[m].diffuse[0]*255.0f), (float)(materials[m].diffuse[1]*255.0f), (float)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
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model.materials[m].maps[MAP_DIFFUSE].value = 0.0f;
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model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
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if (materials[m].specular_texname != NULL) model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
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model.materials[m].maps[MAP_SPECULAR].color = (Color){ (float)(materials[m].specular[0]*255.0f), (float)(materials[m].specular[1]*255.0f), (float)(materials[m].specular[2]*255.0f), 255 }; //float specular[3];
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model.materials[m].maps[MAP_SPECULAR].value = 0.0f;
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model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
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if (materials[m].bump_texname != NULL) model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
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model.materials[m].maps[MAP_NORMAL].color = WHITE;
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model.materials[m].maps[MAP_NORMAL].value = materials[m].shininess;
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model.materials[m].maps[MAP_EMISSION].color = (Color){ (float)(materials[m].emission[0]*255.0f), (float)(materials[m].emission[1]*255.0f), (float)(materials[m].emission[2]*255.0f), 255 }; //float emission[3];
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model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
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if (materials[m].displacement_texname != NULL) model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
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}
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tinyobj_attrib_free(&attrib);
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