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[Fixes #381] Replaces GPU Skinning for Animation Blending #380
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0041e29
Updated Multiply() operator* to enable MatrixMultiplyValue()
execphantasmagoria d4cf1eb
Fixed: ModelAnimation now has attribute animCount which is used to lo…
execphantasmagoria d945e03
Updated Unload() to check if animCount is 0 before unloading.
execphantasmagoria 7f2178b
Reverted adding animCount as member variable. Unload() only unloads o…
execphantasmagoria 0847ecf
Renamed UpdateModelAnimationEx() in Model.hpp to BlendAnimation()
execphantasmagoria 355dfce
Updated Unload() to overload with animCount
execphantasmagoria e331ebf
Added UnloadAnimations() as a static method
execphantasmagoria c674194
Renamed UnloadAnimations to Unload for consistency
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There's an
int* animCountthat's returned when callingLoadModelAnimations(). Would there be a way for us to leverage that so that we don't have to worry about unloading 1 when there could be 10?There was a problem hiding this comment.
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In order to use the populated int* animCount, we would have to make the Load() function a non-static method, such that it can store the object's animCount in an attribute and use in while unloading.
however, making it so requires a ModelAnimation object to call load, that may defeat the design philosphy of raylib. I will try to think of a workaround. The current workaround for this would be to use function overloading. Have the Unload() optionally accept an animCount. This assumes the programmer knows how many animations are loaded.
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Hmmm, that is a challenge. Surprised it's not kept in the ModelAnimation struct itself.
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After talking to raysan, it is my understanding that
UnloadModelAnimations()is meant to unload an array of animations, and aModelAnimationobject would only have 1. In that case, i believe there should aUnloadAnimations(int animCount)static method can be called with an array of animations, along withUnload()to unload the animation data of the object that calls it.I have implemented the same.