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authorRay <[email protected]>2022-09-04 18:49:54 +0200
committerRay <[email protected]>2022-09-04 18:49:54 +0200
commit0917290e95898ede3ae54c01988a302e0a743793 (patch)
treed894dbf4d4eca714675ccc699389626eaf5ac8c4 /src
parentac3420faac3b0a19403a944eebb1e110034eb4d7 (diff)
downloadraylib-0917290e95898ede3ae54c01988a302e0a743793.tar.gz
raylib-0917290e95898ede3ae54c01988a302e0a743793.zip
REVIEWED: M3D model loading #2688
Diffstat (limited to 'src')
-rw-r--r--src/rmodels.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/rmodels.c b/src/rmodels.c
index 710cfaba..3160ecf8 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -5372,9 +5372,9 @@ static Model LoadM3D(const char *fileName)
{
model.bones[i].parent = m3d->bone[i].parent;
strncpy(model.bones[i].name, m3d->bone[i].name, sizeof(model.bones[i].name));
- model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x;
- model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y;
- model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z;
+ model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x*m3d->scale;
+ model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y*m3d->scale;
+ model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z*m3d->scale;
model.bindPose[i].rotation.x = m3d->vertex[m3d->bone[i].ori].x;
model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y;
model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
@@ -5490,9 +5490,9 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
{
for (j = 0; j < m3d->numbone; j++)
{
- animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x;
- animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y;
- animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z;
+ animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x*m3d->scale;
+ animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y*m3d->scale;
+ animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z*m3d->scale;
animations[a].framePoses[i][j].rotation.x = m3d->vertex[pose[j].ori].x;
animations[a].framePoses[i][j].rotation.y = m3d->vertex[pose[j].ori].y;
animations[a].framePoses[i][j].rotation.z = m3d->vertex[pose[j].ori].z;