diff --git a/examples/models/models_gpu_skinning.c b/examples/models/models_gpu_skinning.c index 7e81b0d8..98bf0992 100644 --- a/examples/models/models_gpu_skinning.c +++ b/examples/models/models_gpu_skinning.c @@ -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 diff --git a/src/raylib.h b/src/raylib.h index c9d9f6e5..e0822bb7 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -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 diff --git a/src/rmodels.c b/src/rmodels.c index 40e0182a..daabbe20 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -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 ((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 ((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)) {