|
|
@ -5172,7 +5172,7 @@ static Model LoadGLTF(const char *fileName) |
|
|
|
|
|
|
|
// Transform the vertices |
|
|
|
float *vertices = model.meshes[meshIndex].vertices; |
|
|
|
for (int k = 0; k < attribute->count; k++) |
|
|
|
for (unsigned int k = 0; k < attribute->count; k++) |
|
|
|
{ |
|
|
|
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix); |
|
|
|
vertices[3*k] = vt.x; |
|
|
@ -5196,7 +5196,7 @@ static Model LoadGLTF(const char *fileName) |
|
|
|
|
|
|
|
// Transform the normals |
|
|
|
float *normals = model.meshes[meshIndex].normals; |
|
|
|
for (int k = 0; k < attribute->count; k++) |
|
|
|
for (unsigned int k = 0; k < attribute->count; k++) |
|
|
|
{ |
|
|
|
Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals); |
|
|
|
normals[3*k] = nt.x; |
|
|
@ -5220,7 +5220,7 @@ static Model LoadGLTF(const char *fileName) |
|
|
|
|
|
|
|
// Transform the tangents |
|
|
|
float *tangents = model.meshes[meshIndex].tangents; |
|
|
|
for (int k = 0; k < attribute->count; k++) |
|
|
|
for (unsigned int k = 0; k < attribute->count; k++) |
|
|
|
{ |
|
|
|
Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix); |
|
|
|
tangents[3*k] = tt.x; |
|
|
|