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@ -797,15 +797,11 @@ void UnloadModel(Model model) |
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// Unload meshes |
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for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]); |
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// Unload materials maps and params |
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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 it's maps and params, |
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// we don't unload the material but just free it's 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++) |
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{ |
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RL_FREE(model.materials[i].maps); |
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RL_FREE(model.materials[i].params); |
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} |
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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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@ -822,15 +818,11 @@ void UnloadModel(Model model) |
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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 and params |
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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 it's maps and params, |
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// we don't unload the material but just free it's 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++) |
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{ |
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RL_FREE(model.materials[i].maps); |
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RL_FREE(model.materials[i].params); |
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} |
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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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@ -1013,7 +1005,6 @@ void UnloadMaterial(Material material) |
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} |
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RL_FREE(material.maps); |
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RL_FREE(material.params); |
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} |
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// Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) |
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