Enable animation names for the m3d model format. (#3714)
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1 changed files with 2 additions and 1 deletions
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@ -6050,7 +6050,8 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou
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animations[a].boneCount = m3d->numbone + 1;
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animations[a].boneCount = m3d->numbone + 1;
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animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo));
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animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo));
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animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *));
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animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *));
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// strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name));
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strncpy(animations[a].name, m3d->action[a].name, sizeof(animations[a].name));
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animations[a].name[sizeof(animations[a].name) - 1] = '\0';
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TRACELOG(LOG_INFO, "MODEL: [%s] animation #%i: %i msec, %i frames", fileName, a, m3d->action[a].durationmsec, animations[a].frameCount);
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TRACELOG(LOG_INFO, "MODEL: [%s] animation #%i: %i msec, %i frames", fileName, a, m3d->action[a].durationmsec, animations[a].frameCount);
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for (i = 0; i < (int)m3d->numbone; i++)
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for (i = 0; i < (int)m3d->numbone; i++)
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