* GenMeshTangents Fix * GenMeshTangents Fix - Comment Update * GenMeshTangents Fix - Comment Update final * Code Style Changes * Code Style Changes Final * Code Style Changes Final 2 * GenMeshTangents better handling for issue #1876 * GenMeshTangents better handling for issue #1876 * GenMeshTangents: Better fix for issue #1876 * vboId location fix * rlUpdateVertexBuffer - bufferId is an unsigned int * Fix for issue#1809 - Obj with more materials then mesh caused crash * Fix for issue#1809 - Formatting Update
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1 changed files with 2 additions and 3 deletions
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@ -3370,7 +3370,7 @@ static Model LoadOBJ(const char *fileName)
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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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model.meshCount = materialCount; // TODO: REVIEW!!!
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model.meshCount = materialCount;
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// Init model materials array
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if (materialCount > 0)
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@ -3389,7 +3389,7 @@ static Model LoadOBJ(const char *fileName)
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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// Count the faces for each material
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int *matFaces = RL_CALLOC(meshCount, sizeof(int));
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int *matFaces = RL_CALLOC(materialCount, sizeof(int));
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for (unsigned int mi = 0; mi < meshCount; mi++)
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{
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@ -3400,7 +3400,6 @@ static Model LoadOBJ(const char *fileName)
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matFaces[idx]++;
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}
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}
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//--------------------------------------
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// Create the material meshes
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