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| author | raysan5 <[email protected]> | 2020-03-17 13:40:07 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-03-17 13:40:07 +0100 |
| commit | 23449419744e463fea32c597ac967f064b14422c (patch) | |
| tree | 4c0061802983768ba11e818daa217c18c1cad5a3 /src/models.c | |
| parent | 6f41b9594a3f107ad7332af197cdd3565b7d33fe (diff) | |
| download | raylib-23449419744e463fea32c597ac967f064b14422c.tar.gz raylib-23449419744e463fea32c597ac967f064b14422c.zip | |
Replace external libraries custom allocators by raylib ones #1074
NOTE: Two libraries still use custom allocators: glfw and stb_vorbis
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 17 |
1 files changed, 15 insertions, 2 deletions
diff --git a/src/models.c b/src/models.c index 60e9ca7a..491ca409 100644 --- a/src/models.c +++ b/src/models.c @@ -53,17 +53,30 @@ #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) + #define TINYOBJ_MALLOC RL_MALLOC + #define TINYOBJ_CALLOC RL_CALLOC + #define TINYOBJ_REALLOC RL_REALLOC + #define TINYOBJ_FREE RL_FREE + #define TINYOBJ_LOADER_C_IMPLEMENTATION #include "external/tinyobj_loader_c.h" // OBJ/MTL file formats loading #endif #if defined(SUPPORT_FILEFORMAT_GLTF) + #define CGLTF_MALLOC RL_MALLOC + #define CGLTF_FREE RL_FREE + #define CGLTF_IMPLEMENTATION #include "external/cgltf.h" // glTF file format loading #include "external/stb_image.h" // glTF texture images loading #endif #if defined(SUPPORT_MESH_GENERATION) + #define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T))) + #define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1)) + #define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N))) + #define PAR_FREE RL_FREE + #define PAR_SHAPES_IMPLEMENTATION #include "external/par_shapes.h" // Shapes 3d parametric generation #endif @@ -1122,7 +1135,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) Vector3 inTranslation = { 0 }; Quaternion inRotation = { 0 }; - Vector3 inScale = { 0 }; + //Vector3 inScale = { 0 }; // Not used... Vector3 outTranslation = { 0 }; Quaternion outRotation = { 0 }; @@ -1137,7 +1150,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) boneId = model.meshes[m].boneIds[boneCounter]; inTranslation = model.bindPose[boneId].translation; inRotation = model.bindPose[boneId].rotation; - inScale = model.bindPose[boneId].scale; + //inScale = model.bindPose[boneId].scale; outTranslation = anim.framePoses[frame][boneId].translation; outRotation = anim.framePoses[frame][boneId].rotation; outScale = anim.framePoses[frame][boneId].scale; |
