diff --git a/src/rmodels.c b/src/rmodels.c index a512cfc6..ebb454e4 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -110,7 +110,7 @@ #define PAR_SHAPES_IMPLEMENTATION #include "external/par_shapes.h" // Shapes 3d parametric generation - #if defined(_MSC_VER) + #if defined(_MSC_VER) #pragma warning(pop) // Disable MSVC warning suppression #endif #endif @@ -5576,7 +5576,7 @@ static Model LoadM3D(const char *fileName) m3dp_t *prop = NULL; unsigned int bytesRead = 0; unsigned char *fileData = LoadFileData(fileName, &bytesRead); - int i, j, k, l, n, mi = -2; + int i, j, k, l, n, mi = -2, vcolor = 0; if (fileData != NULL) { @@ -5606,10 +5606,13 @@ static Model LoadM3D(const char *fileName) } else { - model.meshCount = model.materialCount = 1; + model.meshCount = 1; model.materialCount = 0; TRACELOG(LOG_INFO, "MODEL: No materials, putting all meshes in a default material"); } + // We always need a default material, so we add +1 + model.materialCount++; + model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); model.materials = (Material *)RL_CALLOC(model.materialCount + 1, sizeof(Material)); @@ -5634,7 +5637,14 @@ static Model LoadM3D(const char *fileName) k++; mi = m3d->face[i].materialid; - for (j = i, l = 0; (j < (int)m3d->numface) && (mi == m3d->face[j].materialid); j++, l++); + // Only allocate colors VertexBuffer if there's a color vertex in the model for this material batch + // if all colors are fully transparent black for all verteces of this materal, then we assume no vertex colors + for (j = i, l = vcolor = 0; (j < (int)m3d->numface) && (mi == m3d->face[j].materialid); j++, l++) + { + if (!m3d->vertex[m3d->face[j].vertex[0]].color || + !m3d->vertex[m3d->face[j].vertex[1]].color || + !m3d->vertex[m3d->face[j].vertex[2]].color) vcolor = 1; + } model.meshes[k].vertexCount = l*3; model.meshes[k].triangleCount = l; @@ -5642,9 +5652,9 @@ static Model LoadM3D(const char *fileName) model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); - // If no map is provided, we allocate storage for vertex colors - // M3D specs only consider vertex colors if no material is provided - if (mi != M3D_UNDEF) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); + // If no map is provided, or we have colors defined, we allocate storage for vertex colors + // M3D specs only consider vertex colors if no material is provided, however raylib uses both and mixes the colors + if ((mi == M3D_UNDEF) || vcolor) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); if (m3d->numbone && m3d->numskin) {