@@ -2358,11 +2358,12 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
23582358 Mesh mesh = model .meshes [m ];
23592359 Vector3 animVertex = { 0 };
23602360 Vector3 animNormal = { 0 };
2361+ const int vValues = mesh .vertexCount * 3 ;
2362+
23612363 int boneId = 0 ;
23622364 int boneCounter = 0 ;
2363- float boneWeight = 0.0 ;
2365+ float boneWeight = 0.0f ;
23642366 bool updated = false; // Flag to check when anim vertex information is updated
2365- const int vValues = mesh .vertexCount * 3 ;
23662367
23672368 // Skip if missing bone data, causes segfault without on some models
23682369 if ((mesh .boneWeights == NULL ) || (mesh .boneIds == NULL )) continue ;
@@ -2388,7 +2389,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
23882389 // Early stop when no transformation will be applied
23892390 if (boneWeight == 0.0f ) continue ;
23902391 animVertex = (Vector3 ){ mesh .vertices [vCounter ], mesh .vertices [vCounter + 1 ], mesh .vertices [vCounter + 2 ] };
2391- animVertex = Vector3Transform (animVertex ,model .meshes [m ].boneMatrices [boneId ]);
2392+ animVertex = Vector3Transform (animVertex , model .meshes [m ].boneMatrices [boneId ]);
23922393 mesh .animVertices [vCounter ] += animVertex .x * boneWeight ;
23932394 mesh .animVertices [vCounter + 1 ] += animVertex .y * boneWeight ;
23942395 mesh .animVertices [vCounter + 2 ] += animVertex .z * boneWeight ;
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