add 16-bit unsigned short vec4 format for gltf joint loading

This commit is contained in:
Gary M 2024-02-20 20:09:10 -08:00
parent 54e0af40c1
commit 0faaac2799

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@ -5287,6 +5287,13 @@ static Model LoadGLTF(const char *fileName)
unsigned short* ptr = (unsigned short*)model.meshes[meshIndex].boneIds;
LOAD_ATTRIBUTE(attribute, 2, unsigned short, ptr)
}
else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4))
{
// Handle 16-bit unsigned short, vec4 format
model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short));
unsigned short* ptr = (unsigned short*)model.meshes[meshIndex].boneIds;
LOAD_ATTRIBUTE(attribute, 4, unsigned short, ptr)
}
else if ((attribute->component_type == cgltf_component_type_r_32u) && (attribute->type == cgltf_type_vec4))
{
// Handle 32-bit unsigned int, vec4 format