parent
0959f6ebf6
commit
f1c31bee27
@ -5576,7 +5576,7 @@ static Model LoadM3D(const char *fileName)
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m3dp_t *prop = NULL;
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unsigned int bytesRead = 0;
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unsigned char *fileData = LoadFileData(fileName, &bytesRead);
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int i, j, k, l, n, mi = -2;
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int i, j, k, l, n, mi = -2, vcolor = 0;
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if (fileData != NULL)
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{
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@ -5606,10 +5606,13 @@ static Model LoadM3D(const char *fileName)
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}
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else
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{
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model.meshCount = model.materialCount = 1;
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model.meshCount = 1; model.materialCount = 0;
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TRACELOG(LOG_INFO, "MODEL: No materials, putting all meshes in a default material");
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}
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// We always need a default material, so we add +1
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model.materialCount++;
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model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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model.materials = (Material *)RL_CALLOC(model.materialCount + 1, sizeof(Material));
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@ -5634,7 +5637,14 @@ static Model LoadM3D(const char *fileName)
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k++;
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mi = m3d->face[i].materialid;
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for (j = i, l = 0; (j < (int)m3d->numface) && (mi == m3d->face[j].materialid); j++, l++);
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// Only allocate colors VertexBuffer if there's a color vertex in the model for this material batch
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// if all colors are fully transparent black for all verteces of this materal, then we assume no vertex colors
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for (j = i, l = vcolor = 0; (j < (int)m3d->numface) && (mi == m3d->face[j].materialid); j++, l++)
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{
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if (!m3d->vertex[m3d->face[j].vertex[0]].color ||
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!m3d->vertex[m3d->face[j].vertex[1]].color ||
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!m3d->vertex[m3d->face[j].vertex[2]].color) vcolor = 1;
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}
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model.meshes[k].vertexCount = l*3;
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model.meshes[k].triangleCount = l;
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@ -5642,9 +5652,9 @@ static Model LoadM3D(const char *fileName)
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model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float));
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model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
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// If no map is provided, we allocate storage for vertex colors
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// M3D specs only consider vertex colors if no material is provided
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if (mi != M3D_UNDEF) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
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// If no map is provided, or we have colors defined, we allocate storage for vertex colors
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// M3D specs only consider vertex colors if no material is provided, however raylib uses both and mixes the colors
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if ((mi == M3D_UNDEF) || vcolor) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
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if (m3d->numbone && m3d->numskin)
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{
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