REVIEWED: Some warnings...
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src/models.c
16
src/models.c
@ -79,6 +79,7 @@
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#define PAR_SHAPES_IMPLEMENTATION
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#include "external/par_shapes.h" // Shapes 3d parametric generation
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#undef bool
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#endif
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#if defined(_WIN32)
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@ -3178,11 +3179,10 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
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collision.normal = Vector3Scale(collision.normal, 2.01f);
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collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
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// The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
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// and the others are somewhere between -1.0 and 1.0
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// casting to int is exactly our wanted normal!
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collision.normal.x = (int)collision.normal.x;
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collision.normal.y = (int)collision.normal.y;
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collision.normal.z = (int)collision.normal.z;
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// and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal!
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collision.normal.x = (float)((int)collision.normal.x);
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collision.normal.y = (float)((int)collision.normal.y);
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collision.normal.z = (float)((int)collision.normal.z);
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collision.normal = Vector3Normalize(collision.normal);
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@ -4992,7 +4992,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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{
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output->framePoses[frame] = RL_MALLOC(output->boneCount*sizeof(Transform));
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for (unsigned int i = 0; i < output->boneCount; i++)
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for (int i = 0; i < output->boneCount; i++)
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{
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if (data->nodes[i].has_translation) memcpy(&output->framePoses[frame][i].translation, data->nodes[i].translation, 3*sizeof(float));
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else output->framePoses[frame][i].translation = Vector3Zero();
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@ -5185,7 +5185,7 @@ void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix cu
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outModel->meshes[(*primitiveIndex)].vertices = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
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// Transform using the nodes matrix attributes
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for (unsigned int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
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for (int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
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{
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Vector3 vertex = {
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outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 0)],
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@ -5211,7 +5211,7 @@ void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix cu
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outModel->meshes[(*primitiveIndex)].normals = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
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// Transform using the nodes matrix attributes
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for (unsigned int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
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for (int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
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{
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Vector3 normal = {
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outModel->meshes[(*primitiveIndex)].normals[(v*3 + 0)],
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