Some code tweaks for consistency

This commit is contained in:
Ray 2021-05-22 16:54:04 +02:00
parent cb698dd37d
commit 03710c9d8e
6 changed files with 24 additions and 24 deletions

View file

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