diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index f6000aef..9c531ea5 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -53,7 +53,6 @@ int main(void) // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO MeshTangents(&model.meshes[0]); - UnloadMaterial(model.materials[0]); // get rid of default material model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); // Create lights @@ -102,18 +101,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - - // Shaders and textures must be unloaded by user, - // they could be in use by other models - UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture); - UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture); - UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture); - UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture); - UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture); - UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture); - UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture); - UnloadTexture(model.materials[0].maps[MAP_BRDF].texture); - UnloadShader(model.materials[0].shader); + UnloadMaterial(model.materials[0]); // Unload material: shader and textures UnloadModel(model); // Unload model