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REVIEWED: Some warnings...

pull/1909/head
raysan5 3 years ago
parent
commit
ee72497eef
1 changed files with 8 additions and 8 deletions
  1. +8
    -8
      src/models.c

+ 8
- 8
src/models.c View File

@ -79,6 +79,7 @@
#define PAR_SHAPES_IMPLEMENTATION
#include "external/par_shapes.h" // Shapes 3d parametric generation
#undef bool
#endif
#if defined(_WIN32)
@ -3178,11 +3179,10 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
collision.normal = Vector3Scale(collision.normal, 2.01f);
collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
// The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
// and the others are somewhere between -1.0 and 1.0
// casting to int is exactly our wanted normal!
collision.normal.x = (int)collision.normal.x;
collision.normal.y = (int)collision.normal.y;
collision.normal.z = (int)collision.normal.z;
// and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal!
collision.normal.x = (float)((int)collision.normal.x);
collision.normal.y = (float)((int)collision.normal.y);
collision.normal.z = (float)((int)collision.normal.z);
collision.normal = Vector3Normalize(collision.normal);
@ -4992,7 +4992,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
{
output->framePoses[frame] = RL_MALLOC(output->boneCount*sizeof(Transform));
for (unsigned int i = 0; i < output->boneCount; i++)
for (int i = 0; i < output->boneCount; i++)
{
if (data->nodes[i].has_translation) memcpy(&output->framePoses[frame][i].translation, data->nodes[i].translation, 3*sizeof(float));
else output->framePoses[frame][i].translation = Vector3Zero();
@ -5185,7 +5185,7 @@ void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix cu
outModel->meshes[(*primitiveIndex)].vertices = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
// Transform using the nodes matrix attributes
for (unsigned int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
for (int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
{
Vector3 vertex = {
outModel->meshes[(*primitiveIndex)].vertices[(v*3 + 0)],
@ -5211,7 +5211,7 @@ void LoadGLTFMesh(cgltf_data* data, cgltf_mesh* mesh, Model* outModel, Matrix cu
outModel->meshes[(*primitiveIndex)].normals = ReadGLTFValuesAs(acc, cgltf_component_type_r_32f, false);
// Transform using the nodes matrix attributes
for (unsigned int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
for (int v = 0; v < outModel->meshes[(*primitiveIndex)].vertexCount; v++)
{
Vector3 normal = {
outModel->meshes[(*primitiveIndex)].normals[(v*3 + 0)],

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