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authorraysan5 <[email protected]>2021-02-06 13:29:22 +0100
committerraysan5 <[email protected]>2021-02-06 13:29:22 +0100
commitb2215cf017a98efa8896b95038a2aaba7369cb43 (patch)
tree275d97e066e76e3a9a51f45ef385f2b297e541a0 /src/models.c
parentb7b718a545a2d7fad700ac4a11322423c98578d0 (diff)
downloadraylib-b2215cf017a98efa8896b95038a2aaba7369cb43.tar.gz
raylib-b2215cf017a98efa8896b95038a2aaba7369cb43.zip
REVIEWED: Replace GetImageData() by LoadImageColors()
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/models.c b/src/models.c
index d52dc83f..b6befe7b 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1752,7 +1752,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
int mapX = heightmap.width;
int mapZ = heightmap.height;
- Color *pixels = GetImageData(heightmap);
+ Color *pixels = LoadImageColors(heightmap);
// NOTE: One vertex per pixel
mesh.triangleCount = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
@@ -1868,7 +1868,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
}
}
- RL_FREE(pixels);
+ UnloadImageColors(pixels); // Unload pixels color data
// Upload vertex data to GPU (static mesh)
rlLoadMesh(&mesh, false);
@@ -1885,7 +1885,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
Mesh mesh = { 0 };
mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
- Color *cubicmapPixels = GetImageData(cubicmap);
+ Color *pixels = LoadImageColors(cubicmap);
int mapWidth = cubicmap.width;
int mapHeight = cubicmap.height;
@@ -1943,7 +1943,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) };
// We check pixel color to be WHITE -> draw full cube
- if (COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + x], WHITE))
+ if (COLOR_EQUAL(pixels[z*cubicmap.width + x], WHITE))
{
// Define triangles and checking collateral cubes
//------------------------------------------------
@@ -2000,7 +2000,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
tcCounter += 6;
// Checking cube on bottom of current cube
- if (((z < cubicmap.height - 1) && COLOR_EQUAL(cubicmapPixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1))
+ if (((z < cubicmap.height - 1) && COLOR_EQUAL(pixels[(z + 1)*cubicmap.width + x], BLACK)) || (z == cubicmap.height - 1))
{
// Define front triangles (2 tris, 6 vertex) --> v2 v7 v3, v3 v7 v8
// NOTE: Collateral occluded faces are not generated
@@ -2030,7 +2030,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
}
// Checking cube on top of current cube
- if (((z > 0) && COLOR_EQUAL(cubicmapPixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0))
+ if (((z > 0) && COLOR_EQUAL(pixels[(z - 1)*cubicmap.width + x], BLACK)) || (z == 0))
{
// Define back triangles (2 tris, 6 vertex) --> v1 v5 v6, v1 v4 v5
// NOTE: Collateral occluded faces are not generated
@@ -2060,7 +2060,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
}
// Checking cube on right of current cube
- if (((x < cubicmap.width - 1) && COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1))
+ if (((x < cubicmap.width - 1) && COLOR_EQUAL(pixels[z*cubicmap.width + (x + 1)], BLACK)) || (x == cubicmap.width - 1))
{
// Define right triangles (2 tris, 6 vertex) --> v3 v8 v4, v4 v8 v5
// NOTE: Collateral occluded faces are not generated
@@ -2090,7 +2090,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
}
// Checking cube on left of current cube
- if (((x > 0) && COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0))
+ if (((x > 0) && COLOR_EQUAL(pixels[z*cubicmap.width + (x - 1)], BLACK)) || (x == 0))
{
// Define left triangles (2 tris, 6 vertex) --> v1 v7 v2, v1 v6 v7
// NOTE: Collateral occluded faces are not generated
@@ -2120,7 +2120,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
}
}
// We check pixel color to be BLACK, we will only draw floor and roof
- else if (COLOR_EQUAL(cubicmapPixels[z*cubicmap.width + x], BLACK))
+ else if (COLOR_EQUAL(pixels[z*cubicmap.width + x], BLACK))
{
// Define top triangles (2 tris, 6 vertex --> v1-v2-v3, v1-v3-v4)
mapVertices[vCounter] = v1;
@@ -2220,7 +2220,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
RL_FREE(mapNormals);
RL_FREE(mapTexcoords);
- RL_FREE(cubicmapPixels); // Free image pixel data
+ UnloadImageColors(pixels); // Unload pixels color data
// Upload vertex data to GPU (static mesh)
rlLoadMesh(&mesh, false);