REVIEWED: Material params #1649

Just assigned a fixed memory size for custom Material parameters in case of being required, so we shouldn't worry about allocating/freeing them.
This commit is contained in:
Ray 2021-03-18 13:57:53 +01:00
parent ca1f2f9078
commit 664fbb87f5
3 changed files with 8 additions and 17 deletions

View File

@ -797,15 +797,11 @@ void UnloadModel(Model model)
// Unload meshes
for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
// Unload materials maps and params
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free it's maps and params,
// we don't unload the material but just free it's maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++)
{
RL_FREE(model.materials[i].maps);
RL_FREE(model.materials[i].params);
}
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
// Unload arrays
RL_FREE(model.meshes);
@ -822,15 +818,11 @@ void UnloadModel(Model model)
// Unload model (but not meshes) from memory (RAM and/or VRAM)
void UnloadModelKeepMeshes(Model model)
{
// Unload materials maps and params
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free it's maps and params,
// we don't unload the material but just free it's maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++)
{
RL_FREE(model.materials[i].maps);
RL_FREE(model.materials[i].params);
}
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
// Unload arrays
RL_FREE(model.meshes);
@ -1013,7 +1005,6 @@ void UnloadMaterial(Material material)
}
RL_FREE(material.maps);
RL_FREE(material.params);
}
// Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)

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@ -349,7 +349,7 @@ typedef struct MaterialMap {
typedef struct Material {
Shader shader; // Material shader
MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
float *params; // Material generic parameters (if required)
float params[4]; // Material generic parameters (if required)
} Material;
// Transformation properties

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@ -316,7 +316,7 @@ typedef enum {
typedef struct Material {
Shader shader; // Material shader
MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS)
float *params; // Material generic parameters (if required)
float params[4]; // Material generic parameters (if required)
} Material;
// Camera type, defines a camera position/orientation in 3d space