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@@ -2457,7 +2457,7 @@ Mesh GenMeshCube(float width, float height, float length)
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// Platonic solids:
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// Platonic solids:
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par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
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par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
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par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
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par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
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-par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (dyamond)
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+par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (diamond)
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par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
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par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
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par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
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par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
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*/
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*/
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@@ -4244,7 +4244,7 @@ static Model LoadIQM(const char *fileName)
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model.meshes[i].triangleCount = imesh[i].num_triangles;
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model.meshes[i].triangleCount = imesh[i].num_triangles;
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model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));
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model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));
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- // Animated verted data, what we actually process for rendering
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+ // Animated vertex data, what we actually process for rendering
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// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
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// NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
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model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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@@ -4787,7 +4787,7 @@ static Model LoadGLTF(const char *fileName)
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RESTRICTIONS:
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RESTRICTIONS:
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- Only triangle meshes supported
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- Only triangle meshes supported
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- - Vertex attibute types and formats supported:
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+ - Vertex attribute types and formats supported:
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> Vertices (position): vec3: float
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> Vertices (position): vec3: float
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> Normals: vec3: float
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> Normals: vec3: float
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> Texcoords: vec2: float
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> Texcoords: vec2: float
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@@ -5286,7 +5286,7 @@ static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, flo
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Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
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Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
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Vector4 *r = data;
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Vector4 *r = data;
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- // Only v4 is for rotations, so we know it's a quat
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+ // Only v4 is for rotations, so we know it's a quaternion
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*r = QuaternionSlerp(v1, v2, t);
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*r = QuaternionSlerp(v1, v2, t);
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}
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}
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