Some tweaks
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0f447f1fb6
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3 changed files with 4 additions and 4 deletions
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@ -1509,7 +1509,7 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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// Collision detection functions
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// Collision detection functions
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@ -601,7 +601,7 @@ static const char *autoEventTypeName[] = {
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"ACTION_SETTARGETFPS"
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"ACTION_SETTARGETFPS"
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};
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};
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// Automation Event (24 bytes)
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// Automation event (24 bytes)
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typedef struct AutomationEvent {
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typedef struct AutomationEvent {
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unsigned int frame; // Event frame
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unsigned int frame; // Event frame
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unsigned int type; // Event type (AutomationEventType)
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unsigned int type; // Event type (AutomationEventType)
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@ -2099,9 +2099,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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}
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}
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// Unload animation array data
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// Unload animation array data
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void UnloadModelAnimations(ModelAnimation *animations, unsigned int count)
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void UnloadModelAnimations(ModelAnimation *animations, int animCount)
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{
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{
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for (unsigned int i = 0; i < count; i++) UnloadModelAnimation(animations[i]);
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for (int i = 0; i < animCount; i++) UnloadModelAnimation(animations[i]);
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RL_FREE(animations);
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RL_FREE(animations);
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}
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}
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