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fixed xmloader bug, user must free model shaders and textures as they might be shared (#933)

pull/937/head
chriscamacho 5 年前
committed by Ray
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共有 2 个文件被更改,包括 14 次插入9 次删除
  1. +13
    -8
      src/models.c
  2. +1
    -1
      src/raudio.c

+ 13
- 8
src/models.c 查看文件

@ -71,7 +71,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
#define MAX_MESH_VBO 7 // Maximum number of vbo per mesh
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -703,7 +703,12 @@ Model LoadModelFromMesh(Mesh mesh)
void UnloadModel(Model model)
{
for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]);
for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
// as the user could be sharing shaders and textures between
// models, don't unload the material but free it's maps instead
// the user is responsible for freeing models shaders and textures
//for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
RL_FREE(model.meshes);
RL_FREE(model.materials);
@ -2492,11 +2497,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
// Simple way to check for collision, just checking distance between two points
// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
/*
float dx = centerA.x - centerB.x; // X distance between centers
float dy = centerA.y - centerB.y; // Y distance between centers
float dz = centerA.z - centerB.z; // Z distance between centers
float dx = centerA.x - centerB.x; // X distance between centers
float dy = centerA.y - centerB.y; // Y distance between centers
float dz = centerA.z - centerB.z; // Z distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
if (distance <= (radiusA + radiusB)) collision = true;
*/
@ -3346,7 +3351,7 @@ static Model LoadGLTF(const char *fileName)
- Triangle-only meshes
- Not supported node hierarchies or transforms
- Only loads the diffuse texture... but not too hard to support other maps (normal, roughness/metalness...)
- Only supports unsigned short indices (no byte/unsigned int)
- Only supports unsigned short indices (no byte/unsigned int)
- Only supports float for texture coordinates (no byte/unsigned short)
*************************************************************************************/
@ -3435,7 +3440,7 @@ static Model LoadGLTF(const char *fileName)
if (img->uri)
{
if ((strlen(img->uri) > 5) &&
if ((strlen(img->uri) > 5) &&
(img->uri[0] == 'd') &&
(img->uri[1] == 'a') &&
(img->uri[2] == 't') &&

+ 1
- 1
src/raudio.c 查看文件

@ -1250,7 +1250,7 @@ Music LoadMusicStream(const char *fileName)
int result = jar_xm_create_context_from_file(&ctxXm, 48000, fileName);
if (result > 0) // XM context created successfully
if (result == 0) // XM context created successfully
{
music.ctxType = MUSIC_MODULE_XM;
jar_xm_set_max_loop_count(ctxXm, 0); // Set infinite number of loops

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