From f33cec64aac2cae70bda939a988c8dc32e491c99 Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 20 May 2021 19:25:09 +0200 Subject: [PATCH] Use output->boneCount instead of nodes_count --- src/models.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/models.c b/src/models.c index f21c930de..b9d24e101 100644 --- a/src/models.c +++ b/src/models.c @@ -4718,7 +4718,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo // output->framerate = // TODO: Use framerate instead of const timestep // Name and parent bones - for (unsigned int j = 0; j < data->nodes_count; j++) + for (unsigned int j = 0; j < output->boneCount; j++) { strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name); output->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1; @@ -4728,9 +4728,9 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo // Initiate with zero bone translations for (int frame = 0; frame < output->frameCount; frame++) { - output->framePoses[frame] = RL_MALLOC(data->nodes_count*sizeof(Transform)); + output->framePoses[frame] = RL_MALLOC(output->boneCount*sizeof(Transform)); - for (unsigned int i = 0; i < data->nodes_count; i++) + for (unsigned int i = 0; i < output->boneCount; i++) { output->framePoses[frame][i].translation = Vector3Zero(); output->framePoses[frame][i].rotation = QuaternionIdentity();