WARNING
: REMOVED: UnloadModelKeepMeshes()
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@ -1440,7 +1440,6 @@ RLAPI Model LoadModel(const char *fileName);
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
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RLAPI bool IsModelReady(Model model); // Check if a model is ready
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RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
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RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
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RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
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// Model drawing functions
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@ -1147,27 +1147,6 @@ void UnloadModel(Model model)
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TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM");
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}
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// Unload model (but not meshes) from memory (RAM and/or VRAM)
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void UnloadModelKeepMeshes(Model model)
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{
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// Unload materials maps
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// NOTE: As the user could be sharing shaders and textures between models,
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// we don't unload the material but just free its maps,
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// the user is responsible for freeing models shaders and textures
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for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
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// Unload arrays
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RL_FREE(model.meshes);
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RL_FREE(model.materials);
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RL_FREE(model.meshMaterial);
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// Unload animation data
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RL_FREE(model.bones);
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RL_FREE(model.bindPose);
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TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
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}
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// Compute model bounding box limits (considers all meshes)
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BoundingBox GetModelBoundingBox(Model model)
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{
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