REVIEWED: Size of bones id supported, max 255 bones per mesh

This commit is contained in:
raysan5 2021-10-23 13:59:20 +02:00
parent ebee8ba3bb
commit c4f0e80895
2 changed files with 3 additions and 3 deletions

View file

@ -4067,8 +4067,8 @@ static Model LoadIQM(const char *fileName)
model.meshes[i].normals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); // Default vertex normals
model.meshes[i].texcoords = RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); // Default vertex texcoords
model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
model.meshes[i].boneIds = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(unsigned char)); // Up-to 4 bones supported!
model.meshes[i].boneWeights = RL_CALLOC(model.meshes[i].vertexCount*4, sizeof(float)); // Up-to 4 bones supported!
model.meshes[i].triangleCount = imesh[i].num_triangles;
model.meshes[i].indices = RL_CALLOC(model.meshes[i].triangleCount*3, sizeof(unsigned short));