correctly mixed diffuse map color when rendering to preserve not overwrite it
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c79942b348
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13
src/models.c
13
src/models.c
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@ -2382,8 +2382,15 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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for (int i = 0; i < model.meshCount; i++)
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{
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//model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = tint;
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Color c = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color;
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Color s = c;
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c.r = ((c.r/255) * (tint.r/255)) * 255;
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c.g = ((c.g/255) * (tint.g/255)) * 255;
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c.b = ((c.b/255) * (tint.b/255)) * 255;
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c.a = ((c.a/255) * (tint.a/255)) * 255;
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model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = c;
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rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
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model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = s;
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}
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}
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@ -3534,8 +3541,8 @@ static Model LoadGLTF(const char *fileName)
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model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromCGLTFTextureView(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, tint, texPath);
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}
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//tint isn't need for other textures.. pass null or clear?
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//tint = (Color){ 0.0f, 0.0f, 0.0f, 0.0f };
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//tint isn't need for other textures.. pass null or clear? (try full white because of mixing (multiplying * white has no effect))
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tint = (Color){ 255, 255, 255, 255 };
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if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture) {
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model.materials[i].maps[MAP_ROUGHNESS].texture = LoadTextureFromCGLTFTextureView(data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture->image, tint, texPath);
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