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@@ -1508,7 +1508,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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// Upload Bone Transforms
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- if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
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+ if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
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{
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rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
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}
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@@ -1754,7 +1754,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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// Upload Bone Transforms
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- if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
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+ if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
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{
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rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
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}
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@@ -2367,7 +2367,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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// Update model animated bones transform matrices for a given frame
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// NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId],
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// to be uploaded to shader at drawing, in case GPU skinning is enabled
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-void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
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+void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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{
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if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
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{
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