Fix vertex color import for .m3d
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@ -5603,13 +5603,7 @@ static Model LoadM3D(const char *fileName)
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model.meshes[k].vertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
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model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float));
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model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float));
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// without material, we rely on vertex colors
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if (mi == M3D_UNDEF && model.meshes[k].colors == NULL)
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{
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model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
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for (j = 0; j < model.meshes[k].vertexCount*4; j += 4) memcpy(&model.meshes[k].colors[j], &WHITE, 4);
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}
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if (m3d->numbone && m3d->numskin)
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{
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@ -5634,8 +5628,6 @@ static Model LoadM3D(const char *fileName)
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model.meshes[k].vertices[l * 9 + 7] = m3d->vertex[m3d->face[i].vertex[2]].y*m3d->scale;
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model.meshes[k].vertices[l * 9 + 8] = m3d->vertex[m3d->face[i].vertex[2]].z*m3d->scale;
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if (mi == M3D_UNDEF)
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{
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// without vertex color (full transparency), we use the default color
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if (m3d->vertex[m3d->face[i].vertex[0]].color & 0xFF000000)
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memcpy(&model.meshes[k].colors[l * 12 + 0], &m3d->vertex[m3d->face[i].vertex[0]].color, 4);
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@ -5643,7 +5635,6 @@ static Model LoadM3D(const char *fileName)
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memcpy(&model.meshes[k].colors[l * 12 + 4], &m3d->vertex[m3d->face[i].vertex[1]].color, 4);
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if (m3d->vertex[m3d->face[i].vertex[2]].color & 0xFF000000)
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memcpy(&model.meshes[k].colors[l * 12 + 8], &m3d->vertex[m3d->face[i].vertex[2]].color, 4);
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}
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if (m3d->face[i].texcoord[0] != M3D_UNDEF)
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{
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