REVIEWED: Size of bones id supported, max 255 bones per mesh
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2 changed files with 3 additions and 3 deletions
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@ -331,7 +331,7 @@ typedef struct Mesh {
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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