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RENAMED: UpdateModelAnimationBoneMatrices() to `UpdateModelAnimatio…
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…nBones()`

Still, not fully convinced of those functions naming, despite quite descriptive, sounds a bit confusing to me...
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raysan5 committed Nov 3, 2024
1 parent 24724d3 commit be360d2
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Showing 3 changed files with 5 additions and 5 deletions.
2 changes: 1 addition & 1 deletion examples/models/models_gpu_skinning.c
Original file line number Diff line number Diff line change
Expand Up @@ -82,7 +82,7 @@ int main(void)
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
//----------------------------------------------------------------------------------

// Draw
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2 changes: 1 addition & 1 deletion src/raylib.h
Original file line number Diff line number Diff line change
Expand Up @@ -1602,7 +1602,7 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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6 changes: 3 additions & 3 deletions src/rmodels.c
Original file line number Diff line number Diff line change
Expand Up @@ -1508,7 +1508,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)

#ifdef RL_SUPPORT_MESH_GPU_SKINNING
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
Expand Down Expand Up @@ -1754,7 +1754,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i

#ifdef RL_SUPPORT_MESH_GPU_SKINNING
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
Expand Down Expand Up @@ -2367,7 +2367,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
// Update model animated bones transform matrices for a given frame
// NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId],
// to be uploaded to shader at drawing, in case GPU skinning is enabled
void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
{
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
{
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