Ensure that the default vertex colors are not black for undefined material maps
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@ -5811,6 +5811,13 @@ static Model LoadM3D(const char *fileName)
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// M3D specs only consider vertex colors if no material is provided, however raylib uses both and mixes the colors
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if ((mi == M3D_UNDEF) || vcolor) model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount * 4, sizeof(unsigned char));
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// If no map is provided and we allocated vertex colors, set them too white
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if ((mi == M3D_UNDEF) && model.meshes[k].colors != NULL)
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{
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for (int c = 0; c < model.meshes[k].vertexCount * 4; c++)
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model.meshes[k].colors[c] = 255;
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}
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if (m3d->numbone && m3d->numskin)
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{
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model.meshes[k].boneIds = (unsigned char *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char));
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