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@ -1147,27 +1147,6 @@ void UnloadModel(Model model) |
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TRACELOG(LOG_INFO, "MODEL: Unloaded model (and meshes) from RAM and VRAM"); |
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} |
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// Unload model (but not meshes) from memory (RAM and/or VRAM) |
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void UnloadModelKeepMeshes(Model model) |
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{ |
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// Unload materials maps |
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// NOTE: As the user could be sharing shaders and textures between models, |
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// we don't unload the material but just free its maps, |
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// the user is responsible for freeing models shaders and textures |
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for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps); |
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// Unload arrays |
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RL_FREE(model.meshes); |
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RL_FREE(model.materials); |
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RL_FREE(model.meshMaterial); |
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// Unload animation data |
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RL_FREE(model.bones); |
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RL_FREE(model.bindPose); |
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TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM"); |
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} |
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// Compute model bounding box limits (considers all meshes) |
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BoundingBox GetModelBoundingBox(Model model) |
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{ |
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