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authorraysan5 <raysan5@gmail.com>2016-03-05 13:05:45 +0100
committerraysan5 <raysan5@gmail.com>2016-03-05 13:05:45 +0100
commitd8bd8634ab7d5179cb1481206176af1f8e592e75 (patch)
tree1b22e39d70514808acbef6f7b2dcd2d5a50f3346 /src/models.c
parentdcbf2a0e0c904870ac3ac59a3623a3954ab0243f (diff)
downloadraylib-d8bd8634ab7d5179cb1481206176af1f8e592e75.tar.gz
raylib-d8bd8634ab7d5179cb1481206176af1f8e592e75.zip
3d Camera: Added support for field-of-view Y
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c28
1 files changed, 9 insertions, 19 deletions
diff --git a/src/models.c b/src/models.c
index fc95f58d..a0b0e656 100644
--- a/src/models.c
+++ b/src/models.c
@@ -558,19 +558,9 @@ Model LoadModel(const char *fileName)
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(mesh); // Upload vertex data to GPU
- // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
- // NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
- // NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh
-
- /*
- if (rlGetVersion() != OPENGL_11)
- {
- free(mesh.vertices);
- free(mesh.texcoords);
- free(mesh.normals);
- free(mesh.colors);
- }
- */
+ // NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
+ // We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
+ // ...but we could keep CPU vertex data in case we need to update the mesh
}
return model;
@@ -1082,16 +1072,16 @@ void UnloadModel(Model model)
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
- if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
- if (model.mesh.tangents != NULL) free(model.mesh.tangents);
- if (model.mesh.colors != NULL) free(model.mesh.colors);
+ free(model.mesh.colors);
+ //if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
+ //if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
- rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2
- rlDeleteBuffers(model.mesh.vboId[4]); // tangents
- rlDeleteBuffers(model.mesh.vboId[5]); // colors
+ //rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
+ //rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
+ //rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
rlDeleteVertexArrays(model.mesh.vaoId);