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authorRay <[email protected]>2020-12-14 20:41:58 +0100
committerRay <[email protected]>2020-12-14 20:41:58 +0100
commitcd3eb3d8bd93fce7c6604b1ed06ef1b1fcd25340 (patch)
treeeb35d98d5a4f476bb6f660cd0a43e5c248dd38a8 /src/models.c
parent7a0e73331d1b243ff6ad95ca6c38c04bf83928a3 (diff)
downloadraylib-cd3eb3d8bd93fce7c6604b1ed06ef1b1fcd25340.tar.gz
raylib-cd3eb3d8bd93fce7c6604b1ed06ef1b1fcd25340.zip
Added some security checks on GenMesh*() #1454
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c318
1 files changed, 173 insertions, 145 deletions
diff --git a/src/models.c b/src/models.c
index ac9c63ba..d8e19807 100644
--- a/src/models.c
+++ b/src/models.c
@@ -1310,9 +1310,10 @@ bool IsModelAnimationValid(Model model, ModelAnimation anim)
Mesh GenMeshPoly(int sides, float radius)
{
Mesh mesh = { 0 };
- mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
-
+
if (sides < 3) return mesh;
+
+ mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
int vertexCount = sides*3;
@@ -1680,37 +1681,42 @@ par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
- mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ if ((rings >= 3) && (slices >= 3))
+ {
+ mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
- par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
- par_shapes_scale(sphere, radius, radius, radius);
- // NOTE: Soft normals are computed internally
+ par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
+ par_shapes_scale(sphere, radius, radius, radius);
+ // NOTE: Soft normals are computed internally
- mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
- mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
- mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
+ mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
- mesh.vertexCount = sphere->ntriangles*3;
- mesh.triangleCount = sphere->ntriangles;
+ mesh.vertexCount = sphere->ntriangles*3;
+ mesh.triangleCount = sphere->ntriangles;
- for (int k = 0; k < mesh.vertexCount; k++)
- {
- mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
- mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
- mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
- mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
- mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
- mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
+ mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
+ mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
- mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
- mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
- }
+ mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
+ }
- par_shapes_free_mesh(sphere);
+ par_shapes_free_mesh(sphere);
- // Upload vertex data to GPU (static mesh)
- rlLoadMesh(&mesh, false);
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: sphere");
return mesh;
}
@@ -1719,37 +1725,44 @@ RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
- mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ if ((rings >= 3) && (slices >= 3))
+ {
+ if (radius < 0.0f) radius = 0.0f;
+
+ mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
- par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
- par_shapes_scale(sphere, radius, radius, radius);
- // NOTE: Soft normals are computed internally
+ par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
+ par_shapes_scale(sphere, radius, radius, radius);
+ // NOTE: Soft normals are computed internally
- mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
- mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
- mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
+ mesh.vertices = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(sphere->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(sphere->ntriangles*3*3*sizeof(float));
- mesh.vertexCount = sphere->ntriangles*3;
- mesh.triangleCount = sphere->ntriangles;
+ mesh.vertexCount = sphere->ntriangles*3;
+ mesh.triangleCount = sphere->ntriangles;
- for (int k = 0; k < mesh.vertexCount; k++)
- {
- mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
- mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
- mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
- mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
- mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
- mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
+ mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
+ mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
- mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
- mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
- }
+ mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
+ }
- par_shapes_free_mesh(sphere);
+ par_shapes_free_mesh(sphere);
- // Upload vertex data to GPU (static mesh)
- rlLoadMesh(&mesh, false);
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: hemisphere");
return mesh;
}
@@ -1758,58 +1771,63 @@ RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
Mesh GenMeshCylinder(float radius, float height, int slices)
{
Mesh mesh = { 0 };
- mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ if (slices >= 3)
+ {
+ mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ // Instance a cylinder that sits on the Z=0 plane using the given tessellation
+ // levels across the UV domain. Think of "slices" like a number of pizza
+ // slices, and "stacks" like a number of stacked rings.
+ // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
+ par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
+ par_shapes_scale(cylinder, radius, radius, height);
+ par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 });
+ par_shapes_rotate(cylinder, PI/2.0f, (float[]){ 0, 1, 0 });
+
+ // Generate an orientable disk shape (top cap)
+ par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 });
+ capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints);
+ for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f;
+ par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 });
+ par_shapes_translate(capTop, 0, height, 0);
+
+ // Generate an orientable disk shape (bottom cap)
+ par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
+ capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
+ for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
+ par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
+
+ par_shapes_merge_and_free(cylinder, capTop);
+ par_shapes_merge_and_free(cylinder, capBottom);
+
+ mesh.vertices = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(cylinder->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
+
+ mesh.vertexCount = cylinder->ntriangles*3;
+ mesh.triangleCount = cylinder->ntriangles;
+
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2];
- // Instance a cylinder that sits on the Z=0 plane using the given tessellation
- // levels across the UV domain. Think of "slices" like a number of pizza
- // slices, and "stacks" like a number of stacked rings.
- // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
- par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
- par_shapes_scale(cylinder, radius, radius, height);
- par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 });
- par_shapes_rotate(cylinder, PI/2.0f, (float[]){ 0, 1, 0 });
-
- // Generate an orientable disk shape (top cap)
- par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 });
- capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints);
- for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f;
- par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 });
- par_shapes_translate(capTop, 0, height, 0);
-
- // Generate an orientable disk shape (bottom cap)
- par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
- capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
- for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
- par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
-
- par_shapes_merge_and_free(cylinder, capTop);
- par_shapes_merge_and_free(cylinder, capBottom);
-
- mesh.vertices = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
- mesh.texcoords = (float *)RL_MALLOC(cylinder->ntriangles*3*2*sizeof(float));
- mesh.normals = (float *)RL_MALLOC(cylinder->ntriangles*3*3*sizeof(float));
-
- mesh.vertexCount = cylinder->ntriangles*3;
- mesh.triangleCount = cylinder->ntriangles;
+ mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3];
+ mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2];
- for (int k = 0; k < mesh.vertexCount; k++)
- {
- mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3];
- mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1];
- mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2];
+ mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1];
+ }
- mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3];
- mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1];
- mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2];
+ par_shapes_free_mesh(cylinder);
- mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2];
- mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1];
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
}
-
- par_shapes_free_mesh(cylinder);
-
- // Upload vertex data to GPU (static mesh)
- rlLoadMesh(&mesh, false);
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: cylinder");
return mesh;
}
@@ -1818,41 +1836,46 @@ Mesh GenMeshCylinder(float radius, float height, int slices)
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
{
Mesh mesh = { 0 };
- mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ if ((sides >= 3) && (radSeg >= 3))
+ {
+ mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
- if (radius > 1.0f) radius = 1.0f;
- else if (radius < 0.1f) radius = 0.1f;
+ if (radius > 1.0f) radius = 1.0f;
+ else if (radius < 0.1f) radius = 0.1f;
- // Create a donut that sits on the Z=0 plane with the specified inner radius
- // The outer radius can be controlled with par_shapes_scale
- par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius);
- par_shapes_scale(torus, size/2, size/2, size/2);
+ // Create a donut that sits on the Z=0 plane with the specified inner radius
+ // The outer radius can be controlled with par_shapes_scale
+ par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius);
+ par_shapes_scale(torus, size/2, size/2, size/2);
- mesh.vertices = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
- mesh.texcoords = (float *)RL_MALLOC(torus->ntriangles*3*2*sizeof(float));
- mesh.normals = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
+ mesh.vertices = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(torus->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(torus->ntriangles*3*3*sizeof(float));
- mesh.vertexCount = torus->ntriangles*3;
- mesh.triangleCount = torus->ntriangles;
+ mesh.vertexCount = torus->ntriangles*3;
+ mesh.triangleCount = torus->ntriangles;
- for (int k = 0; k < mesh.vertexCount; k++)
- {
- mesh.vertices[k*3] = torus->points[torus->triangles[k]*3];
- mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1];
- mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2];
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = torus->points[torus->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2];
- mesh.normals[k*3] = torus->normals[torus->triangles[k]*3];
- mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1];
- mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2];
+ mesh.normals[k*3] = torus->normals[torus->triangles[k]*3];
+ mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2];
- mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2];
- mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1];
- }
+ mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1];
+ }
- par_shapes_free_mesh(torus);
+ par_shapes_free_mesh(torus);
- // Upload vertex data to GPU (static mesh)
- rlLoadMesh(&mesh, false);
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: torus");
return mesh;
}
@@ -1861,39 +1884,44 @@ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
{
Mesh mesh = { 0 };
- mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
+
+ if ((sides >= 3) && (radSeg >= 3))
+ {
+ mesh.vboId = (unsigned int *)RL_CALLOC(DEFAULT_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
- if (radius > 3.0f) radius = 3.0f;
- else if (radius < 0.5f) radius = 0.5f;
+ if (radius > 3.0f) radius = 3.0f;
+ else if (radius < 0.5f) radius = 0.5f;
- par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius);
- par_shapes_scale(knot, size, size, size);
+ par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius);
+ par_shapes_scale(knot, size, size, size);
- mesh.vertices = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
- mesh.texcoords = (float *)RL_MALLOC(knot->ntriangles*3*2*sizeof(float));
- mesh.normals = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
+ mesh.vertices = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
+ mesh.texcoords = (float *)RL_MALLOC(knot->ntriangles*3*2*sizeof(float));
+ mesh.normals = (float *)RL_MALLOC(knot->ntriangles*3*3*sizeof(float));
- mesh.vertexCount = knot->ntriangles*3;
- mesh.triangleCount = knot->ntriangles;
+ mesh.vertexCount = knot->ntriangles*3;
+ mesh.triangleCount = knot->ntriangles;
- for (int k = 0; k < mesh.vertexCount; k++)
- {
- mesh.vertices[k*3] = knot->points[knot->triangles[k]*3];
- mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1];
- mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2];
+ for (int k = 0; k < mesh.vertexCount; k++)
+ {
+ mesh.vertices[k*3] = knot->points[knot->triangles[k]*3];
+ mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1];
+ mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2];
- mesh.normals[k*3] = knot->normals[knot->triangles[k]*3];
- mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1];
- mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2];
+ mesh.normals[k*3] = knot->normals[knot->triangles[k]*3];
+ mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1];
+ mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2];
- mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2];
- mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1];
- }
+ mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2];
+ mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1];
+ }
- par_shapes_free_mesh(knot);
+ par_shapes_free_mesh(knot);
- // Upload vertex data to GPU (static mesh)
- rlLoadMesh(&mesh, false);
+ // Upload vertex data to GPU (static mesh)
+ rlLoadMesh(&mesh, false);
+ }
+ else TRACELOG(LOG_WARNING, "MESH: Failed to generate mesh: knot");
return mesh;
}