mirror of https://github.com/raysan5/raylib
REVIEWED: Size of bones id supported, max 255 bones per mesh
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@ -331,7 +331,7 @@ typedef struct Mesh {
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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@ -4067,8 +4067,8 @@ static Model LoadIQM(const char *fileName)
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model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
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model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
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model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
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model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
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model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(unsigned char)); // Up-to 4 bones supported!
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model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
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model.meshes[i].triangleCount = imesh[i].num_triangles;
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model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));
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