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Correction of values ​​used only once in GenMeshCubicmap (#3032)

* Correction of values ​​used only once in GenMeshCubicmap

The mapWidth and mapHeight values ​​were only used as a limit in the for loop when they could be used throughout the function.

* mapWidth and mapHeight removed from GenMeshCubicmap

mapWidth and mapHeight have been removed from GenMeshCubicmap in favor of using cubicmap.width and cubicmap.height
Le Juez Victor 2 years ago
parent
commit
662dfad670
1 changed files with 3 additions and 6 deletions
  1. 3 6
      src/rmodels.c

+ 3 - 6
src/rmodels.c

@@ -2940,11 +2940,8 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
 
 
     Color *pixels = LoadImageColors(cubicmap);
     Color *pixels = LoadImageColors(cubicmap);
 
 
-    int mapWidth = cubicmap.width;
-    int mapHeight = cubicmap.height;
-
     // NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
     // NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
-    int maxTriangles = cubicmap.width*cubicmap.height*12;
+    int maxTriangles = cubicmap.width * cubicmap.height * 12;
 
 
     int vCounter = 0;       // Used to count vertices
     int vCounter = 0;       // Used to count vertices
     int tcCounter = 0;      // Used to count texcoords
     int tcCounter = 0;      // Used to count texcoords
@@ -2981,9 +2978,9 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
     RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
     RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
     RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
     RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
 
 
-    for (int z = 0; z < mapHeight; ++z)
+    for (int z = 0; z < cubicmap.height; ++z)
     {
     {
-        for (int x = 0; x < mapWidth; ++x)
+        for (int x = 0; x < cubicmap.width; ++x)
         {
         {
             // Define the 8 vertex of the cube, we will combine them accordingly later...
             // Define the 8 vertex of the cube, we will combine them accordingly later...
             Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) };
             Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) };