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authorraysan5 <[email protected]>2021-10-23 13:59:20 +0200
committerraysan5 <[email protected]>2021-10-23 13:59:20 +0200
commitc4f0e808952b40b4bba3b80466bcd322725b4d7f (patch)
tree5d5c8144ce57b8a9960cf054a73aa846a146d007 /src
parentebee8ba3bb59f20a75a29b493b60e5444344ea71 (diff)
downloadraylib-c4f0e808952b40b4bba3b80466bcd322725b4d7f.tar.gz
raylib-c4f0e808952b40b4bba3b80466bcd322725b4d7f.zip
REVIEWED: Size of bones id supported, max 255 bones per mesh
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h2
-rw-r--r--src/rmodels.c4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/raylib.h b/src/raylib.h
index df21c126..cabd58ea 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -331,7 +331,7 @@ typedef struct Mesh {
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
- int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
+ unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
// OpenGL identifiers
diff --git a/src/rmodels.c b/src/rmodels.c
index 35287652..3005563e 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -4067,8 +4067,8 @@ static Model LoadIQM(const char *fileName)
model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
- model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
- model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
+ model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(unsigned char)); // Up-to 4 bones supported!
+ model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
model.meshes[i].triangleCount = imesh[i].num_triangles;
model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));