Review formatting for M3D loading vertex colors

This commit is contained in:
Ray 2023-01-30 17:05:12 +01:00
parent 929a46cbab
commit c94c666d04

View file

@ -5633,10 +5633,8 @@ static Model LoadM3D(const char *fileName)
model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float));
model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
if(m3d->cmap != NULL || mi != M3D_UNDEF) // If color map is provided, we allocate storage for vertex colors
{ if (m3d->cmap != NULL) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
}
if (m3d->numbone && m3d->numskin) if (m3d->numbone && m3d->numskin)
{ {