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@@ -71,7 +71,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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-#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
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+#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@@ -703,7 +703,12 @@ Model LoadModelFromMesh(Mesh mesh)
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void UnloadModel(Model model)
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{
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
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- for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
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+
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+ // as the user could be sharing shaders and textures between
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+ // models, don't unload the material but free it's maps instead
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+ // the user is responsible for freeing models shaders and textures
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+ //for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
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+ for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
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RL_FREE(model.meshes);
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RL_FREE(model.materials);
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@@ -2492,11 +2497,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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// Simple way to check for collision, just checking distance between two points
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// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
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/*
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- float dx = centerA.x - centerB.x; // X distance between centers
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- float dy = centerA.y - centerB.y; // Y distance between centers
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- float dz = centerA.z - centerB.z; // Z distance between centers
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+ float dx = centerA.x - centerB.x; // X distance between centers
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+ float dy = centerA.y - centerB.y; // Y distance between centers
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+ float dz = centerA.z - centerB.z; // Z distance between centers
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- float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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+ float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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*/
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@@ -3346,7 +3351,7 @@ static Model LoadGLTF(const char *fileName)
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- Triangle-only meshes
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- Not supported node hierarchies or transforms
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- Only loads the diffuse texture... but not too hard to support other maps (normal, roughness/metalness...)
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- - Only supports unsigned short indices (no byte/unsigned int)
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+ - Only supports unsigned short indices (no byte/unsigned int)
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- Only supports float for texture coordinates (no byte/unsigned short)
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*************************************************************************************/
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@@ -3435,7 +3440,7 @@ static Model LoadGLTF(const char *fileName)
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if (img->uri)
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{
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- if ((strlen(img->uri) > 5) &&
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+ if ((strlen(img->uri) > 5) &&
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(img->uri[0] == 'd') &&
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(img->uri[1] == 'a') &&
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(img->uri[2] == 't') &&
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