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| author | Ray <[email protected]> | 2024-03-07 12:10:26 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2024-03-07 12:10:26 +0100 |
| commit | c1c9b69290be83c7f6400fe4bd0dd7f0e1c20d98 (patch) | |
| tree | f0f54df7181a86e2e6686b2c9564423179aaf130 /src | |
| parent | 190487383860c54d1746444f17b59c36decfca1e (diff) | |
| download | raylib-c1c9b69290be83c7f6400fe4bd0dd7f0e1c20d98.tar.gz raylib-c1c9b69290be83c7f6400fe4bd0dd7f0e1c20d98.zip | |
Implemented fix for #3859
Diffstat (limited to 'src')
| -rw-r--r-- | src/rmodels.c | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/src/rmodels.c b/src/rmodels.c index 5be06b37..29b05ce3 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -5810,6 +5810,12 @@ static Model LoadM3D(const char *fileName) // If no map is provided, or we have colors defined, we allocate storage for vertex colors // M3D specs only consider vertex colors if no material is provided, however raylib uses both and mixes the colors if ((mi == M3D_UNDEF) || vcolor) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); + + // If no map is provided and we allocated vertex colors, set them to white + if ((mi == M3D_UNDEF) && (model.meshes[k].colors != NULL)) + { + for (int c = 0; c < model.meshes[k].vertexCount*4; c++) model.meshes[k].colors[c] = 255; + } if (m3d->numbone && m3d->numskin) { |
