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@@ -2286,6 +2286,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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}
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}
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+
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// Update all bones and boneMatrices of first mesh with bones.
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for (int boneId = 0; boneId < anim.boneCount; boneId++)
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{
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@@ -2350,6 +2351,8 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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bool updated = false; // Flag to check when anim vertex information is updated
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const int vValues = mesh.vertexCount*3;
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+ if ((mesh.boneWeights==NULL) || (mesh.boneIds==NULL)) continue; // skip if missing bone data, causes segfault without on some models
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+
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for (int vCounter = 0; vCounter < vValues; vCounter += 3)
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{
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mesh.animVertices[vCounter] = 0;
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@@ -2378,7 +2381,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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// Normals processing
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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- if (mesh.normals != NULL)
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+ if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
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{
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animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
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animNormal = Vector3Transform(animNormal,model.meshes[m].boneMatrices[boneId]);
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@@ -2392,7 +2395,8 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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if (updated)
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{
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rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
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- rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
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+ if (mesh.normals != NULL)
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+ rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
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}
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}
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}
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