Avoid local variable shadowing
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4647441ad8
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7884666136
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@ -4287,10 +4287,10 @@ static Model LoadIQM(const char *fileName)
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for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
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{
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int vCounter = 0;
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for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
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for (unsigned int j = imesh[m].first_vertex*3; j < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; j++)
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{
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model.meshes[m].vertices[vCounter] = vertex[i];
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model.meshes[m].animVertices[vCounter] = vertex[i];
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model.meshes[m].vertices[vCounter] = vertex[j];
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model.meshes[m].animVertices[vCounter] = vertex[j];
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vCounter++;
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}
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}
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@ -4305,10 +4305,10 @@ static Model LoadIQM(const char *fileName)
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for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
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{
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int vCounter = 0;
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for (unsigned int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
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for (unsigned int j = imesh[m].first_vertex * 3; j < (imesh[m].first_vertex + imesh[m].num_vertexes) * 3; j++)
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{
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model.meshes[m].normals[vCounter] = normal[i];
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model.meshes[m].animNormals[vCounter] = normal[i];
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model.meshes[m].normals[vCounter] = normal[j];
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model.meshes[m].animNormals[vCounter] = normal[j];
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vCounter++;
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}
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}
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@ -4323,9 +4323,9 @@ static Model LoadIQM(const char *fileName)
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for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
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{
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int vCounter = 0;
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for (unsigned int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
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for (unsigned int j = imesh[m].first_vertex * 2; j < (imesh[m].first_vertex + imesh[m].num_vertexes) * 2; j++)
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{
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model.meshes[m].texcoords[vCounter] = text[i];
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model.meshes[m].texcoords[vCounter] = text[j];
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vCounter++;
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}
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}
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@ -4340,9 +4340,9 @@ static Model LoadIQM(const char *fileName)
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for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
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{
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int boneCounter = 0;
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for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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for (unsigned int j = imesh[m].first_vertex * 4; j < (imesh[m].first_vertex + imesh[m].num_vertexes) * 4; j++)
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{
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model.meshes[m].boneIds[boneCounter] = blendi[i];
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model.meshes[m].boneIds[boneCounter] = blendi[j];
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boneCounter++;
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}
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}
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@ -4357,9 +4357,9 @@ static Model LoadIQM(const char *fileName)
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for (unsigned int m = 0; m < iqmHeader->num_meshes; m++)
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{
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int boneCounter = 0;
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for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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for (unsigned int j = imesh[m].first_vertex * 4; j < (imesh[m].first_vertex + imesh[m].num_vertexes) * 4; j++)
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{
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model.meshes[m].boneWeights[boneCounter] = blendw[i]/255.0f;
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model.meshes[m].boneWeights[boneCounter] = blendw[j] / 255.0f;
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boneCounter++;
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}
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}
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@ -4376,9 +4376,9 @@ static Model LoadIQM(const char *fileName)
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model.meshes[m].colors = RL_CALLOC(model.meshes[m].vertexCount*4, sizeof(unsigned char));
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int vCounter = 0;
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for (unsigned int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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for (unsigned int j = imesh[m].first_vertex * 4; j < (imesh[m].first_vertex + imesh[m].num_vertexes) * 4; j++)
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{
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model.meshes[m].colors[vCounter] = color[i];
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model.meshes[m].colors[vCounter] = color[j];
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vCounter++;
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}
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}
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@ -1115,11 +1115,11 @@ void ImageFormat(Image *image, int newFormat)
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{
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image->data = (unsigned char *)RL_MALLOC(image->width*image->height*3*sizeof(unsigned char));
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for (int i = 0, k = 0; i < image->width*image->height*3; i += 3, k++)
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for (int i = 0, j = 0; i < image->width * image->height * 3; i += 3, j++)
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{
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((unsigned char *)image->data)[i] = (unsigned char)(pixels[k].x*255.0f);
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((unsigned char *)image->data)[i + 1] = (unsigned char)(pixels[k].y*255.0f);
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((unsigned char *)image->data)[i + 2] = (unsigned char)(pixels[k].z*255.0f);
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((unsigned char *)image->data)[i] = (unsigned char)(pixels[j].x * 255.0f);
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((unsigned char *)image->data)[i + 1] = (unsigned char)(pixels[j].y * 255.0f);
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((unsigned char *)image->data)[i + 2] = (unsigned char)(pixels[j].z * 255.0f);
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}
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} break;
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case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
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@ -1166,12 +1166,12 @@ void ImageFormat(Image *image, int newFormat)
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{
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image->data = (unsigned char *)RL_MALLOC(image->width*image->height*4*sizeof(unsigned char));
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for (int i = 0, k = 0; i < image->width*image->height*4; i += 4, k++)
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for (int i = 0, j = 0; i < image->width * image->height * 4; i += 4, j++)
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{
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((unsigned char *)image->data)[i] = (unsigned char)(pixels[k].x*255.0f);
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((unsigned char *)image->data)[i + 1] = (unsigned char)(pixels[k].y*255.0f);
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((unsigned char *)image->data)[i + 2] = (unsigned char)(pixels[k].z*255.0f);
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((unsigned char *)image->data)[i + 3] = (unsigned char)(pixels[k].w*255.0f);
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((unsigned char *)image->data)[i] = (unsigned char)(pixels[j].x * 255.0f);
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((unsigned char *)image->data)[i + 1] = (unsigned char)(pixels[j].y * 255.0f);
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((unsigned char *)image->data)[i + 2] = (unsigned char)(pixels[j].z * 255.0f);
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((unsigned char *)image->data)[i + 3] = (unsigned char)(pixels[j].w * 255.0f);
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}
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} break;
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case PIXELFORMAT_UNCOMPRESSED_R32:
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@ -1189,23 +1189,23 @@ void ImageFormat(Image *image, int newFormat)
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{
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image->data = (float *)RL_MALLOC(image->width*image->height*3*sizeof(float));
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for (int i = 0, k = 0; i < image->width*image->height*3; i += 3, k++)
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for (int i = 0, j = 0; i < image->width * image->height * 3; i += 3, j++)
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{
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((float *)image->data)[i] = pixels[k].x;
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((float *)image->data)[i + 1] = pixels[k].y;
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((float *)image->data)[i + 2] = pixels[k].z;
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((float *)image->data)[i] = pixels[j].x;
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((float *)image->data)[i + 1] = pixels[j].y;
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((float *)image->data)[i + 2] = pixels[j].z;
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}
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} break;
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case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
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{
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image->data = (float *)RL_MALLOC(image->width*image->height*4*sizeof(float));
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for (int i = 0, k = 0; i < image->width*image->height*4; i += 4, k++)
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for (int i = 0, j = 0; i < image->width * image->height * 4; i += 4, j++)
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{
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((float *)image->data)[i] = pixels[k].x;
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((float *)image->data)[i + 1] = pixels[k].y;
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((float *)image->data)[i + 2] = pixels[k].z;
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((float *)image->data)[i + 3] = pixels[k].w;
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((float *)image->data)[i] = pixels[j].x;
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((float *)image->data)[i + 1] = pixels[j].y;
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((float *)image->data)[i + 2] = pixels[j].z;
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((float *)image->data)[i + 3] = pixels[j].w;
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}
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} break;
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default: break;
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