opengl3.3 and es2 need the color array allocated in order to allow for updates later (unlike opengl11)
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@ -4430,6 +4430,11 @@ static Model LoadOBJ(const char *fileName)
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model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
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model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
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model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
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#else
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model.meshes[i].colors = NULL;
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#endif
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}
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MemFree(localMeshVertexCounts);
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@ -4504,6 +4509,9 @@ static Model LoadOBJ(const char *fileName)
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model.meshes[meshIndex].normals[localMeshVertexCount*3 + 1] = 1.0f;
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model.meshes[meshIndex].normals[localMeshVertexCount*3 + 2] = 0.0f;
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}
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255;
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#endif
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faceVertIndex++;
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localMeshVertexCount++;
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}
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