Fix for issue#1809 - Formatting Update

This commit is contained in:
Jason Penick 2021-08-12 13:14:52 -05:00
parent 91bf52547b
commit 52e0a3035d

View File

@ -3400,7 +3400,6 @@ static Model LoadOBJ(const char *fileName)
matFaces[idx]++;
}
}
//--------------------------------------
// Create the material meshes
@ -3434,32 +3433,9 @@ static Model LoadOBJ(const char *fileName)
tinyobj_vertex_index_t idx2 = attrib.faces[3*af + 2];
// Fill vertices buffer (float) using vertex index of the face
for (int v = 0; v < 3; v++)
{
if (mm > model.meshCount)
{
TRACELOG(LOG_ERROR, "mm > meshCount");
}
if ((vCount[mm] + v) > model.meshes[mm].vertexCount * 3)
{
TRACELOG(LOG_ERROR, "vCount > vertexCount");
}
model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v];
}
vCount[mm] +=3;
for (int v = 0; v < 3; v++)
{
model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v];
}
vCount[mm] +=3;
for (int v = 0; v < 3; v++)
{
model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v];
}
vCount[mm] +=3;
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount[mm] +=3;
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount[mm] +=3;
for (int v = 0; v < 3; v++) { model.meshes[mm].vertices[vCount[mm] + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount[mm] +=3;
if (attrib.num_texcoords > 0)
{
@ -3490,10 +3466,11 @@ static Model LoadOBJ(const char *fileName)
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
model.materials[m] = LoadMaterialDefault();
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // Get default texture, in case no texture is defined
// Get default texture, in case no texture is defined
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
else model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault();
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;