WARNING: REMOVED: UnloadModelKeepMeshes()

This commit is contained in:
Ray 2023-03-07 20:40:45 +01:00
parent ab1e246367
commit 4f7b5ff59f
2 changed files with 0 additions and 22 deletions

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@ -1440,7 +1440,6 @@ RLAPI Model LoadModel(const char *fileName);
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions

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@ -1147,27 +1147,6 @@ void UnloadModel(Model model)
TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM");
}
// Unload model (but not meshes) from memory (RAM and/or VRAM)
void UnloadModelKeepMeshes(Model model)
{
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free its maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
// Unload arrays
RL_FREE(model.meshes);
RL_FREE(model.materials);
RL_FREE(model.meshMaterial);
// Unload animation data
RL_FREE(model.bones);
RL_FREE(model.bindPose);
TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
}
// Compute model bounding box limits (considers all meshes)
BoundingBox GetModelBoundingBox(Model model)
{