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Use output->boneCount instead of nodes_count

pull/1780/head
Ray 3 years ago
parent
commit
f33cec64aa
1 changed files with 3 additions and 3 deletions
  1. +3
    -3
      src/models.c

+ 3
- 3
src/models.c View File

@ -4718,7 +4718,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
// output->framerate = // TODO: Use framerate instead of const timestep
// Name and parent bones
for (unsigned int j = 0; j < data->nodes_count; j++)
for (unsigned int j = 0; j < output->boneCount; j++)
{
strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
output->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1;
@ -4728,9 +4728,9 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
// Initiate with zero bone translations
for (int frame = 0; frame < output->frameCount; frame++)
{
output->framePoses[frame] = RL_MALLOC(data->nodes_count*sizeof(Transform));
output->framePoses[frame] = RL_MALLOC(output->boneCount*sizeof(Transform));
for (unsigned int i = 0; i < data->nodes_count; i++)
for (unsigned int i = 0; i < output->boneCount; i++)
{
output->framePoses[frame][i].translation = Vector3Zero();
output->framePoses[frame][i].rotation = QuaternionIdentity();

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