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RENAMED: `UpdateModelAnimationBoneMatrices()` to `UpdateModelAnimationBones()`

Still, not fully convinced of those functions naming, despite quite descriptive, sounds a bit confusing to me...
pull/4461/head
Ray 1 month ago
parent
commit
be360d2ad1
3 changed files with 5 additions and 5 deletions
  1. +1
    -1
      examples/models/models_gpu_skinning.c
  2. +1
    -1
      src/raylib.h
  3. +3
    -3
      src/rmodels.c

+ 1
- 1
examples/models/models_gpu_skinning.c View File

@ -82,7 +82,7 @@ int main(void)
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
src/raylib.h View File

@ -1602,7 +1602,7 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match

+ 3
- 3
src/rmodels.c View File

@ -1508,7 +1508,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
if (p">(material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
@ -1754,7 +1754,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
if (p">(material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
@ -2367,7 +2367,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Update model animated bones transform matrices for a given frame
// NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId],
// to be uploaded to shader at drawing, in case GPU skinning is enabled
void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
{
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
{

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