Remove section about using latest master branch, now that raylib 4.5 is released.

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Peter0x44 2 years ago
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      Frequently-Asked-Questions.md

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Frequently-Asked-Questions.md

@ -252,13 +252,13 @@ LoadFontEx("myfont.ttf", 50, NULL, 0);
## How do I load my 3d model animations in raylib?
raylib supports several 3d file formats that support animations:
- M3D: Animation support was implemented recently (after raylib 4.2 release) so users using M3D models must use the latest raylib master branch. It works great and there is a Blender exporter for .m3d files with animations.
- M3D: Animation support was implemented recently (after raylib 4.2 release). It works great and there is a Blender exporter for .m3d files with animations.
- IQM: There is a Blender exporter but there are multiple ways to create the animations and export the IQM file. Depending on the process used, raylib may or may not be able to load the animations. Several users reported having problems with IQM animations.
- GLTF: This file format supports animation but raylib is not able to load them at this moment. GLTF animations loading was implemented in the past but GLTF is a quite complex file format and could implement animations in many ways, raylib used to fail a lot on loading them and support was removed. For anyone adventurous enough to try to implement GLTF animations support in raylib, you can check [`rmodels.c`](https://github.com/raysan5/raylib/blob/master/src/rmodels.c) module and `LoadGLTF()` function implementation.
## Does raylib support Vulkan? Will raylib support it?
Raylib is built on top of OpenGL, and there are current no plans to support any other graphics APIs. In any case, raylib uses `rlgl` as its abstraction layer to support different OpenGL versions. Theoretically a vulkan equivalent could be developed that maps raylib's calls to a Vulkan backend, but creating that layer would take a considerable amount of work.
Raylib is built on top of OpenGL, and there are current no plans to support any other graphics APIs. In any case, raylib uses `rlgl` as its abstraction layer to support different OpenGL versions. Theoretically a Vulkan equivalent could be developed that maps raylib's calls to a Vulkan backend, but creating that layer would take a considerable amount of work.
## Why are my assets not loading?

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