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			@ -4525,7 +4525,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int | 
			
		
		
	
		
			
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			        animations[a].boneCount = iqmHeader->num_poses; | 
			
		
		
	
		
			
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			        animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo)); | 
			
		
		
	
		
			
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			        animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *)); | 
			
		
		
	
		
			
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			        // animations[a].framerate = anim.framerate;     // TODO: Use framerate? | 
			
		
		
	
		
			
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			        // animations[a].framerate = anim.framerate;     // TODO: Use animation framerate data? | 
			
		
		
	
		
			
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			        for (unsigned int j = 0; j < iqmHeader->num_poses; j++) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
	
		
			
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			@ -4825,7 +4825,7 @@ static Model LoadGLTF(const char *fileName) | 
			
		
		
	
		
			
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			        TRACELOG(LOG_DEBUG, "    > Textures count: %i", data->textures_count); | 
			
		
		
	
		
			
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			        // Force reading data buffers (fills buffer_view->buffer->data) | 
			
		
		
	
		
			
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			        // NOTE: If an uri is defined to base64 data or external path, it's automatically loaded -> TODO: Verify this assumption | 
			
		
		
	
		
			
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			        // NOTE: If an uri is defined to base64 data or external path, it's automatically loaded | 
			
		
		
	
		
			
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			        result = cgltf_load_buffers(&options, data, fileName); | 
			
		
		
	
		
			
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			        if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName); | 
			
		
		
	
		
			
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			@ -5517,7 +5517,6 @@ static Model LoadVOX(const char *fileName) | 
			
		
		
	
		
			
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			        memcpy(pmesh->vertices, pvertices, size); | 
			
		
		
	
		
			
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			        // Copy indices | 
			
		
		
	
		
			
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			        // TODO: Compute globals indices array | 
			
		
		
	
		
			
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			        size = voxarray.indices.used*sizeof(unsigned short); | 
			
		
		
	
		
			
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			        pmesh->indices = RL_MALLOC(size); | 
			
		
		
	
		
			
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			        memcpy(pmesh->indices, pindices, size); | 
			
		
		
	
	
		
			
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			@ -5803,7 +5802,7 @@ static Model LoadM3D(const char *fileName) | 
			
		
		
	
		
			
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			                model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z; | 
			
		
		
	
		
			
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			                model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w; | 
			
		
		
	
		
			
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			                // TODO: k">if the orientation quaternion not normalized, then that's encoding scaling | 
			
		
		
	
		
			
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			                // TODO: n">If the orientation quaternion is not normalized, then that's encoding scaling | 
			
		
		
	
		
			
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			                model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation); | 
			
		
		
	
		
			
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			                model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f; | 
			
		
		
	
		
			
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