Some code tweaks for consistency
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parent
cb698dd37d
commit
03710c9d8e
6 changed files with 24 additions and 24 deletions
22
src/models.c
22
src/models.c
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@ -3205,11 +3205,11 @@ static Model LoadOBJ(const char *fileName)
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tinyobj_material_t *materials = NULL;
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unsigned int materialCount = 0;
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char *fileData = LoadFileText(fileName);
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char *fileText = LoadFileText(fileName);
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if (fileData != NULL)
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if (fileText != NULL)
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{
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unsigned int dataSize = (unsigned int)strlen(fileData);
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unsigned int dataSize = (unsigned int)strlen(fileText);
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char currentDir[1024] = { 0 };
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strcpy(currentDir, GetWorkingDirectory());
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const char *workingDir = GetDirectoryPath(fileName);
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@ -3219,7 +3219,7 @@ static Model LoadOBJ(const char *fileName)
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}
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unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
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int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileData, dataSize, flags);
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int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags);
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if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
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else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
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@ -3346,9 +3346,9 @@ static Model LoadOBJ(const char *fileName)
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tinyobj_shapes_free(meshes, meshCount);
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tinyobj_materials_free(materials, materialCount);
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RL_FREE(fileData);
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UnloadFileText(fileText);
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RL_FREE(matFaces);
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RL_FREE(vCount);
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RL_FREE(vtCount);
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RL_FREE(vnCount);
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@ -3496,7 +3496,7 @@ static Model LoadIQM(const char *fileName)
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//fileDataPtr += sizeof(IQMHeader); // Move file data pointer
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// Meshes data processing
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imesh = RL_MALLOC(sizeof(IQMMesh)*iqmHeader->num_meshes);
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imesh = RL_MALLOC(iqmHeader->num_meshes*sizeof(IQMMesh));
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//fseek(iqmFile, iqmHeader->ofs_meshes, SEEK_SET);
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//fread(imesh, sizeof(IQMMesh)*iqmHeader->num_meshes, 1, iqmFile);
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memcpy(imesh, fileDataPtr + iqmHeader->ofs_meshes, iqmHeader->num_meshes*sizeof(IQMMesh));
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@ -4466,8 +4466,8 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor,
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{
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if (jointsAccessor->component_type == cgltf_component_type_r_16u)
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{
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model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4);
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short* bones = RL_MALLOC(sizeof(short)*jointsAccessor->count*4);
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model->meshes[primitiveIndex].boneIds = RL_MALLOC(jointsAccessor->count*4*sizeof(int));
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short* bones = RL_MALLOC(jointsAccessor->count*4*sizeof(short));
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for (unsigned int a = 0; a < jointsAccessor->count; a++)
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{
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@ -4491,8 +4491,8 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor,
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}
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else if (jointsAccessor->component_type == cgltf_component_type_r_8u)
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{
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model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4);
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unsigned char* bones = RL_MALLOC(sizeof(unsigned char)*jointsAccessor->count*4);
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model->meshes[primitiveIndex].boneIds = RL_MALLOC(jointsAccessor->count*4*sizeof(int));
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unsigned char* bones = RL_MALLOC(jointsAccessor->count*4*sizeof(unsigned char));
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for (unsigned int a = 0; a < jointsAccessor->count; a++)
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{
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