87f758f9b4
Review latest PRs formatting
2025-09-26 22:26:19 +02:00
15d234b79d
GLTF anim correctly inherits world transform ( #5206 )
2025-09-26 20:56:37 +02:00
ed8f1a22d1
Remove trailing spaces
2025-09-14 18:07:58 +02:00
1b9aa0bcf3
Update rmodels.c
2025-09-09 17:30:18 +02:00
48eac60171
REVIEWED: Potential issue with animated normals on OpenGL 1.1
2025-09-03 23:14:58 +02:00
8f32c502a7
REVIEWED: Code sections definition
2025-09-02 12:10:40 +02:00
1777da9056
REVIEWED: Avoid realloc() calls, small security improvement
2025-09-01 20:37:23 +02:00
0e73e0ea64
reviewed ALL non-external files to follow raylib's convention of no spaces around / or * ( #5153 )
2025-08-29 14:53:16 +02:00
99cb82a82c
REVIEWED: [rmodels] LoadGLFT(), avoid loading attributes already loaded, issue a warning. FIX : #4996
2025-08-20 16:39:45 +02:00
570082deba
WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
2025-08-07 18:23:20 +02:00
ffe76a4b67
Don't Upload Meshes in LoadObj, LoadModel will upload them. None of the other interchange format readers upload
2025-08-02 14:58:05 -07:00
121c996c6e
fixing OBJ loading crash when there are no normals present
2025-08-01 08:49:48 +02:00
8343aed4f6
Avoid fatal errors on OBJ model loading
2025-07-26 12:50:12 +02:00
bee524e5e6
fixing offset for processing tangents for gltf loading
2025-07-01 13:23:05 -05:00
59bcf680aa
Code gardening...
2025-06-07 20:14:24 +02:00
5ddd13b775
REVIEWED: Hexadecimal formatting to be consistent
2025-05-28 17:18:02 +02:00
21e711b13f
Fix typo in mesh animNormals
2025-05-18 19:35:21 -04:00
d135eef462
fix and improve GenMeshTangents
2025-05-12 23:16:06 +02:00
693c9c292a
Formatting tweaks
2025-05-10 22:45:08 +02:00
a15548fb5a
Add normals to DrawSphereEx
2025-05-06 13:09:05 +02:00
ee2ab11cc5
Use the animated verts and normals in GL 1.1 if they exist
2025-05-05 15:49:23 -07:00
e53a43b7b5
Assign meshes without bone weights to the bone they are attached to so they animate.
2025-05-04 17:32:37 -07:00
42a40b3920
move first mesh bones calculation under check for its presense
2025-04-16 08:04:58 +02:00
b4f1ff9a00
#4888 fix UpdateModelAnimationBones scale transform
2025-04-16 07:49:26 +02:00
4c8c72778d
Remove trailing spaces
2025-03-10 17:04:29 +01:00
654131799e
Minor tweaks
2025-03-02 13:43:15 +01:00
c647d33703
Better default values for normals and tangents (VBOs) ( #4763 )
2025-02-14 01:00:05 +01:00
cceabf6961
Formatting review
2025-02-02 13:00:20 +01:00
cfe96931f5
REVIEWED: Formatting #4739
2025-02-02 12:59:34 +01:00
bddb5df0d4
[rmodels] Separate GLTF roughness and metallic channels on load ( #4739 )
2025-02-02 12:48:18 +01:00
94f261c6d7
Update rmodels.c
2025-01-16 19:47:12 +01:00
fa0eada61a
Update year to 2025
2025-01-01 00:02:52 +01:00
d1315e8a04
[rmodels] Fix leaks in LoadIQM() and LoadModelAnimationsIQM() ( #4649 )
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Add calls to UnloadFileData() before return in cases of invalid IQM file.
2024-12-29 21:06:40 +01:00
873bf31be3
[rmodels] Fix normal transform in UpdateModelAnimationBones ( #4634 )
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* remove duplicate calculation of `invRotation` in `UpdateModelAnimationBones`
* fix normal transform in `UpdateModelAnimation`
2024-12-24 20:17:37 +01:00
ae3c0df206
Reviewed formating, removed assert() #4635
2024-12-24 20:14:54 +01:00
a7686c47b3
resolved a few segfaults with animation system ( #4635 )
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* Update rmodels.c
resolves segfault with missing bone weights or bone IDs
* Update rmodels.c segfault with animation and missing normals/animnormals
* correct place.
2024-12-24 20:11:17 +01:00
6f0d8611fe
Formating tweaks
2024-12-23 19:24:07 +01:00
f76734fc50
REVIEWED: UpdateModelAnimationBones(), break on first mesh found and formating
2024-12-18 11:43:43 +01:00
35c2408413
[rmodels] Optimized UpdateModelAnimationBones() function ( #4602 )
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- Updating bones only once instead for each mesh.
- Updating only one `model.meshes[].boneMatrices` and then using deep copy for other meshes instead of calculating for each bone in each mesh.
**Other points:**
- Makes it a clean base/template/reference for bone updation functions. Because if using this as template then some calculations done in one mesh can affect bones in other mesh in next iteration(doubles the effect in for next mesh).
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com >
2024-12-18 11:39:50 +01:00
d2cd2a0152
[rlgl][rmodels] Add instranceTransform shader location index #4538 ( #4579 )
2024-12-08 12:48:54 +01:00
602583bcdb
Merge branch 'master' of https://github.com/raysan5/raylib
2024-12-03 19:14:29 +01:00
1f45e7af76
REVIEWED: Coding conventions
2024-12-03 19:14:14 +01:00
5feccb1bab
[rmodels] Fixed null pointer dereference in LoadGLTF ( #4564 )
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* [rmodels] Fixed null pointer dereference in LoadGLTF
* [rmodels] Add parenthesis around conditionals in LoadGLTF
2024-12-03 18:35:24 +01:00
f3f5f38c0f
[rmodels] Fix crash when NULL is passed to LoadImageFromCgltfImage ( #4563 )
2024-12-02 13:35:54 +01:00
962f1c26ff
Review formatting to follow raylib conventions
2024-12-01 23:10:59 +01:00
9047630ae7
[rmodels] Fix null pointer dereference in LoadImageFromCgltfImage ( #4557 )
2024-12-01 22:46:26 +01:00
95e766472f
[rmodels] Improve OBJ vertex data precision and lower memory usage by ExportMesh() ( #4496 )
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* increased vertex data precision to match blender exports
* modified memory allocation to better fit higher precision data
* now accounting for newline characters during allocation
* now accounting for potentially higher vertex counts
* removed unnecessary final newline
2024-11-19 10:35:47 +01:00
7c5d74e98e
Fixing an OBJ loader bug that fragmented the loaded meshes ( #4494 )
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The nextShapeEnd integer is a pointer in the OBJ data structures.
The faceVertIndex is a vertex index counter for the mesh we are
about to create. Both integers are not compatible, which causes
the code to finish the meshes too early, thus writing the OBJ data
incompletely into the target meshes.
It wasn't noticed because for the last mesh, it process all remaining
data, causing the last mesh to contain all remaining triangles.
This would have been noticed if the OBJ meshes used different textures
for each mesh.
2024-11-15 16:40:14 +01:00
2af4f31712
Fix the X axis of the second vertex of the Y negative cap of a cylinders, triangle fan ( #4478 )
2024-11-10 22:04:58 +01:00
dc489786b0
UpdateModelAnimation speedup ( #4470 )
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If we borrow from the GPU skinned animation code, we can just multiply the vertex by the matrix * weight and shave a chunk of CPU time.
2024-11-08 14:28:39 +01:00