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| author | Uneven Prankster <[email protected]> | 2023-01-30 13:00:39 -0300 |
|---|---|---|
| committer | GitHub <[email protected]> | 2023-01-30 17:00:39 +0100 |
| commit | 929a46cbab648955ddad1a04d1ed848c488fc9d4 (patch) | |
| tree | 3e696e527a4dfce51a7770444c65018dfe2cba86 /src | |
| parent | df5a736c009d98187e703a55c604345e12777bb7 (diff) | |
| download | raylib-929a46cbab648955ddad1a04d1ed848c488fc9d4.tar.gz raylib-929a46cbab648955ddad1a04d1ed848c488fc9d4.zip | |
[models] Fix M3D vertex color import. (#2878)
* Fix vertex color import for .m3d
* Only load vertex colors when color map and/or materials are present
* Only execute when color array is present
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Co-authored-by: Uneven Prankster <[email protected]>
Diffstat (limited to 'src')
| -rw-r--r-- | src/rmodels.c | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/src/rmodels.c b/src/rmodels.c index 15de05c0..af61b8e5 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -5633,11 +5633,9 @@ static Model LoadM3D(const char *fileName) model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); - // without material, we rely on vertex colors - if (mi == M3D_UNDEF && model.meshes[k].colors == NULL) + if(m3d->cmap != NULL || mi != M3D_UNDEF) { model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); - for (j = 0; j < model.meshes[k].vertexCount*4; j += 4) memcpy(&model.meshes[k].colors[j], &WHITE, 4); } if (m3d->numbone && m3d->numskin) @@ -5662,10 +5660,10 @@ static Model LoadM3D(const char *fileName) model.meshes[k].vertices[l * 9 + 6] = m3d->vertex[m3d->face[i].vertex[2]].x*m3d->scale; model.meshes[k].vertices[l * 9 + 7] = m3d->vertex[m3d->face[i].vertex[2]].y*m3d->scale; model.meshes[k].vertices[l * 9 + 8] = m3d->vertex[m3d->face[i].vertex[2]].z*m3d->scale; - - if (mi == M3D_UNDEF) + + // without vertex color (full transparency), we use the default color + if(model.meshes[k].colors != NULL) { - // without vertex color (full transparency), we use the default color if (m3d->vertex[m3d->face[i].vertex[0]].color & 0xFF000000) memcpy(&model.meshes[k].colors[l * 12 + 0], &m3d->vertex[m3d->face[i].vertex[0]].color, 4); if (m3d->vertex[m3d->face[i].vertex[1]].color & 0xFF000000) |
