4 Commits

Author SHA1 Message Date
Ray
84dc56ba89 Update README.md 2026-03-04 20:32:16 +01:00
Ray
d6926eb46a Update CMakeLists.txt 2026-03-04 19:17:46 +01:00
Ray
eb1e85e400 Update rmodels.c 2026-03-04 19:17:41 +01:00
2eaac95df0 Check if locs is not null before try to access (#5622) 2026-03-04 19:16:22 +01:00
4 changed files with 6 additions and 6 deletions

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@ -1,7 +1,7 @@
# Setup the project and settings
project(raylib C)
set(PROJECT_VERSION 5.5.0)
set(API_VERSION 550)
set(PROJECT_VERSION 6.0.0)
set(API_VERSION 600)
include(GNUInstallDirs)
include(JoinPaths)

2
src/external/rlsw.h vendored
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@ -3446,7 +3446,7 @@ static inline bool sw_is_texture_valid(uint32_t id)
else if (id >= SW_MAX_TEXTURES) valid = false;
else if (RLSW.loadedTextures[id].pixels == NULL) valid = false;
return true;
return valid;
}
static inline bool sw_is_texture_filter_valid(int filter)

View File

@ -3928,7 +3928,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
// Upload runtime bone transforms matrices, to compute skinning on the shader (GPU-skinning)
// NOTE: Required location must be found and Mesh bones indices and weights must be also uploaded to shader
if ((mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL))
if ((mat.shader.locs != NULL) && (mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL))
{
rlEnableShader(mat.shader.id); // Enable shader to set bone transform matrices
rlSetUniformMatrices(mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS], model.boneMatrices, model.skeleton.boneCount);