From c94c666d0493fa32a810863d579d34289d2bfc1b Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 30 Jan 2023 17:05:12 +0100 Subject: [PATCH] Review formatting for M3D loading vertex colors --- src/rmodels.c | 34 ++++++++++++++++------------------ 1 file changed, 16 insertions(+), 18 deletions(-) diff --git a/src/rmodels.c b/src/rmodels.c index af61b8e5d..b5d8578f6 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -5633,11 +5633,9 @@ static Model LoadM3D(const char *fileName) model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); - if(m3d->cmap != NULL || mi != M3D_UNDEF) - { - model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); - } - + // If color map is provided, we allocate storage for vertex colors + if (m3d->cmap != NULL) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); + if (m3d->numbone && m3d->numskin) { model.meshes[k].boneIds = (unsigned char *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); @@ -5651,25 +5649,25 @@ static Model LoadM3D(const char *fileName) } // Process meshes per material, add triangles - model.meshes[k].vertices[l * 9 + 0] = m3d->vertex[m3d->face[i].vertex[0]].x*m3d->scale; - model.meshes[k].vertices[l * 9 + 1] = m3d->vertex[m3d->face[i].vertex[0]].y*m3d->scale; - model.meshes[k].vertices[l * 9 + 2] = m3d->vertex[m3d->face[i].vertex[0]].z*m3d->scale; - model.meshes[k].vertices[l * 9 + 3] = m3d->vertex[m3d->face[i].vertex[1]].x*m3d->scale; - model.meshes[k].vertices[l * 9 + 4] = m3d->vertex[m3d->face[i].vertex[1]].y*m3d->scale; - model.meshes[k].vertices[l * 9 + 5] = m3d->vertex[m3d->face[i].vertex[1]].z*m3d->scale; - model.meshes[k].vertices[l * 9 + 6] = m3d->vertex[m3d->face[i].vertex[2]].x*m3d->scale; - model.meshes[k].vertices[l * 9 + 7] = m3d->vertex[m3d->face[i].vertex[2]].y*m3d->scale; - model.meshes[k].vertices[l * 9 + 8] = m3d->vertex[m3d->face[i].vertex[2]].z*m3d->scale; + model.meshes[k].vertices[l*9 + 0] = m3d->vertex[m3d->face[i].vertex[0]].x*m3d->scale; + model.meshes[k].vertices[l*9 + 1] = m3d->vertex[m3d->face[i].vertex[0]].y*m3d->scale; + model.meshes[k].vertices[l*9 + 2] = m3d->vertex[m3d->face[i].vertex[0]].z*m3d->scale; + model.meshes[k].vertices[l*9 + 3] = m3d->vertex[m3d->face[i].vertex[1]].x*m3d->scale; + model.meshes[k].vertices[l*9 + 4] = m3d->vertex[m3d->face[i].vertex[1]].y*m3d->scale; + model.meshes[k].vertices[l*9 + 5] = m3d->vertex[m3d->face[i].vertex[1]].z*m3d->scale; + model.meshes[k].vertices[l*9 + 6] = m3d->vertex[m3d->face[i].vertex[2]].x*m3d->scale; + model.meshes[k].vertices[l*9 + 7] = m3d->vertex[m3d->face[i].vertex[2]].y*m3d->scale; + model.meshes[k].vertices[l*9 + 8] = m3d->vertex[m3d->face[i].vertex[2]].z*m3d->scale; // without vertex color (full transparency), we use the default color - if(model.meshes[k].colors != NULL) + if (model.meshes[k].colors != NULL) { if (m3d->vertex[m3d->face[i].vertex[0]].color & 0xFF000000) - memcpy(&model.meshes[k].colors[l * 12 + 0], &m3d->vertex[m3d->face[i].vertex[0]].color, 4); + memcpy(&model.meshes[k].colors[l*12 + 0], &m3d->vertex[m3d->face[i].vertex[0]].color, 4); if (m3d->vertex[m3d->face[i].vertex[1]].color & 0xFF000000) - memcpy(&model.meshes[k].colors[l * 12 + 4], &m3d->vertex[m3d->face[i].vertex[1]].color, 4); + memcpy(&model.meshes[k].colors[l*12 + 4], &m3d->vertex[m3d->face[i].vertex[1]].color, 4); if (m3d->vertex[m3d->face[i].vertex[2]].color & 0xFF000000) - memcpy(&model.meshes[k].colors[l * 12 + 8], &m3d->vertex[m3d->face[i].vertex[2]].color, 4); + memcpy(&model.meshes[k].colors[l*12 + 8], &m3d->vertex[m3d->face[i].vertex[2]].color, 4); } if (m3d->face[i].texcoord[0] != M3D_UNDEF)