temp don't overwrite defuse colour when rendering
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src/models.c
17
src/models.c
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@ -2382,7 +2382,7 @@ 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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//model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = tint;
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rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
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}
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}
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@ -3523,15 +3523,20 @@ static Model LoadGLTF(const char *fileName)
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}
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// shouldn't these be *255 ???
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tint.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255.99f);
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tint.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255.99f);
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tint.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255.99f);
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tint.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255.99f);
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tint.r = (data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255);
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tint.g = (data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255);
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tint.b = (data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255);
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tint.a = (data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
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model.materials[i].maps[MAP_ROUGHNESS].color = tint;
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if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture) {
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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 = (Color){ 0.0f, 0.0f, 0.0f, 0.0f };
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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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}
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