diff --git a/src/rmodels.c b/src/rmodels.c index 916ffd33f..10d33a810 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1487,7 +1487,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); // Upload Bone Transforms - if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) + if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices) { rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount); } @@ -4783,6 +4783,17 @@ static Model LoadIQM(const char *fileName) } BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); + + for (int i = 0; i < model.meshCount; i++) + { + model.meshes[i].boneCount = model.boneCount; + model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix)); + + for (int j = 0; j < model.meshes[i].boneCount; j++) + { + model.meshes[i].boneMatrices[j] = MatrixIdentity(); + } + } UnloadFileData(fileData); @@ -5866,6 +5877,15 @@ static Model LoadGLTF(const char *fileName) { memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float)); } + + // Bone Transform Matrices + model.meshes[meshIndex].boneCount = model.boneCount; + model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix)); + + for (int j = 0; j < model.meshes[meshIndex].boneCount; j++) + { + model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity(); + } meshIndex++; // Move to next mesh } @@ -6634,6 +6654,13 @@ static Model LoadM3D(const char *fileName) { memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float)); memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float)); + + model.meshes[i].boneCount = model.boneCount; + model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix)); + for (int j = 0; j < model.meshes[i].boneCount; j++) + { + model.meshes[i].boneMatrices[j] = MatrixIdentity(); + } } }