fixed xmloader bug, user must free model shaders and textures as they might be shared (#933)
This commit is contained in:
parent
f3555a1016
commit
2d5cc5ddbf
2 changed files with 14 additions and 9 deletions
21
src/models.c
21
src/models.c
|
@ -71,7 +71,7 @@
|
|||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
|
||||
#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
|
@ -703,7 +703,12 @@ Model LoadModelFromMesh(Mesh mesh)
|
|||
void UnloadModel(Model model)
|
||||
{
|
||||
for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
|
||||
for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
|
||||
|
||||
// as the user could be sharing shaders and textures between
|
||||
// models, don't unload the material but free it's maps instead
|
||||
// the user is responsible for freeing models shaders and textures
|
||||
//for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
|
||||
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
|
||||
|
||||
RL_FREE(model.meshes);
|
||||
RL_FREE(model.materials);
|
||||
|
@ -2492,11 +2497,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
|
|||
// Simple way to check for collision, just checking distance between two points
|
||||
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
|
||||
/*
|
||||
float dx = centerA.x - centerB.x; // X distance between centers
|
||||
float dy = centerA.y - centerB.y; // Y distance between centers
|
||||
float dz = centerA.z - centerB.z; // Z distance between centers
|
||||
float dx = centerA.x - centerB.x; // X distance between centers
|
||||
float dy = centerA.y - centerB.y; // Y distance between centers
|
||||
float dz = centerA.z - centerB.z; // Z distance between centers
|
||||
|
||||
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
|
||||
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
|
||||
|
||||
if (distance <= (radiusA + radiusB)) collision = true;
|
||||
*/
|
||||
|
@ -3346,7 +3351,7 @@ static Model LoadGLTF(const char *fileName)
|
|||
- Triangle-only meshes
|
||||
- Not supported node hierarchies or transforms
|
||||
- Only loads the diffuse texture... but not too hard to support other maps (normal, roughness/metalness...)
|
||||
- Only supports unsigned short indices (no byte/unsigned int)
|
||||
- Only supports unsigned short indices (no byte/unsigned int)
|
||||
- Only supports float for texture coordinates (no byte/unsigned short)
|
||||
|
||||
*************************************************************************************/
|
||||
|
@ -3435,7 +3440,7 @@ static Model LoadGLTF(const char *fileName)
|
|||
|
||||
if (img->uri)
|
||||
{
|
||||
if ((strlen(img->uri) > 5) &&
|
||||
if ((strlen(img->uri) > 5) &&
|
||||
(img->uri[0] == 'd') &&
|
||||
(img->uri[1] == 'a') &&
|
||||
(img->uri[2] == 't') &&
|
||||
|
|
|
@ -1250,7 +1250,7 @@ Music LoadMusicStream(const char *fileName)
|
|||
|
||||
int result = jar_xm_create_context_from_file(&ctxXm, 48000, fileName);
|
||||
|
||||
if (result > 0) // XM context created successfully
|
||||
if (result == 0) // XM context created successfully
|
||||
{
|
||||
music.ctxType = MUSIC_MODULE_XM;
|
||||
jar_xm_set_max_loop_count(ctxXm, 0); // Set infinite number of loops
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue