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@ -5614,12 +5614,13 @@ static Model LoadM3D(const char *fileName) |
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// We always need a default material, so we add +1 |
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// We always need a default material, so we add +1 |
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model.materialCount++; |
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model.materialCount++; |
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// Faces must be in non-decreasing materialid order |
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// Verify that quickly, sorting them otherwise. |
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// Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise. |
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// WARNING: Sorting is not needed, valid M3D model files should already be sorted |
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// Just keeping the sorting function for reference (Check PR #3363 #3385) |
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/* |
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for (i = 1; i < m3d->numface; i++) |
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for (i = 1; i < m3d->numface; i++) |
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{ |
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{ |
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if ( m3d->face[i-1].materialid <= m3d->face[i].materialid ) |
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continue; |
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if (m3d->face[i-1].materialid <= m3d->face[i].materialid) continue; |
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// face[i-1] > face[i]. slide face[i] lower. |
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// face[i-1] > face[i]. slide face[i] lower. |
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m3df_t slider = m3d->face[i]; |
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m3df_t slider = m3d->face[i]; |
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@ -5634,6 +5635,7 @@ static Model LoadM3D(const char *fileName) |
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m3d->face[j+1] = slider; |
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m3d->face[j+1] = slider; |
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} |
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} |
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*/ |
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model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); |
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model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); |
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
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model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); |
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