Added some comments
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@ -4966,6 +4966,10 @@ static Model LoadGLTF(const char *fileName)
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char));
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char));
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// Load 4 components of unsigned char data type into mesh.boneIds
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// Load 4 components of unsigned char data type into mesh.boneIds
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// TODO: It seems LOAD_ATTRIBUTE() macro does not work as expected in some cases,
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// for cgltf_attribute_type_joints we have:
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// - data.meshes[0] (256 vertices)
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// - 256 values, provided as cgltf_type_vec4 of bytes (4 byte per joint, stride 4)
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds)
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds)
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}
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported, use vec4 u8", fileName);
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported, use vec4 u8", fileName);
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@ -4980,6 +4984,9 @@ static Model LoadGLTF(const char *fileName)
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model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float));
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model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float));
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// Load 4 components of float data type into mesh.boneWeights
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// Load 4 components of float data type into mesh.boneWeights
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// for cgltf_attribute_type_weights we have:
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// - data.meshes[0] (256 vertices)
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// - 256 values, provided as cgltf_type_vec4 of float (4 byte per joint, stride 16)
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LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights)
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LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights)
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}
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}
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName);
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName);
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