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authorraysan5 <[email protected]>2021-03-31 18:40:04 +0200
committerraysan5 <[email protected]>2021-03-31 18:40:04 +0200
commitfd3e2fda000512aeb70d7f5fa703e5c78007ee35 (patch)
treeb86a8fb8adbc5dc4d331c7f4682eca6aa6d9d2dc /src/models.c
parent8f1d81df0ff80ac8c0855af755f5ba2abe827e53 (diff)
downloadraylib-fd3e2fda000512aeb70d7f5fa703e5c78007ee35.tar.gz
raylib-fd3e2fda000512aeb70d7f5fa703e5c78007ee35.zip
RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/models.c b/src/models.c
index 32f876bd..ca5e75f0 100644
--- a/src/models.c
+++ b/src/models.c
@@ -4507,7 +4507,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
// Normals processing
- if(model->meshes[primitiveIndex].normals != NULL)
+ if (model->meshes[primitiveIndex].normals != NULL)
{
boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] };
boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);