@@ -2320,7 +2320,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, float frame)
23202320 Matrix currentPoseMatrix = { 0 };
23212321
23222322 // Update all bones and bone matrices of model
2323- for (int boneIndex = 0 ; boneIndex < model .skeleton .boneCount ; boneIndex ++ )
2323+ for (unsigned int boneIndex = 0 ; boneIndex < model .skeleton .boneCount ; boneIndex ++ )
23242324 {
23252325 // Compute interpolated pose between current and next frame
23262326 // NOTE: Storing animation frame data in model.currentPose
@@ -2390,7 +2390,7 @@ void UpdateModelAnimationEx(Model model, ModelAnimation animA, float frameA, Mod
23902390 Matrix bindPoseMatrix = { 0 };
23912391 Matrix currentPoseMatrix = { 0 };
23922392
2393- for (int boneIndex = 0 ; boneIndex < model .skeleton .boneCount ; boneIndex ++ )
2393+ for (unsigned int boneIndex = 0 ; boneIndex < model .skeleton .boneCount ; boneIndex ++ )
23942394 {
23952395 // Get frame-interpolation for first animation
23962396 Vector3 frameATranslation = Vector3Lerp (
@@ -5013,7 +5013,7 @@ static Model LoadIQM(const char *fileName)
50135013 // Initialize runtime animation data: current pose and bone matrices
50145014 model .currentPose = (Transform * )RL_CALLOC (model .skeleton .boneCount , sizeof (Transform ));
50155015 model .boneMatrices = (Matrix * )RL_CALLOC (model .skeleton .boneCount , sizeof (Matrix ));
5016- for (int j = 0 ; j < model .skeleton .boneCount ; j ++ ) model .boneMatrices [j ] = MatrixIdentity ();
5016+ for (unsigned int j = 0 ; j < model .skeleton .boneCount ; j ++ ) model .boneMatrices [j ] = MatrixIdentity ();
50175017
50185018 UnloadFileData (fileData );
50195019
@@ -5241,7 +5241,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou
52415241 // Build frameposes
52425242 for (unsigned int frame = 0 ; frame < anim [a ].num_frames ; frame ++ )
52435243 {
5244- for (int i = 0 ; i < animations [a ].boneCount ; i ++ )
5244+ for (unsigned int i = 0 ; i < animations [a ].boneCount ; i ++ )
52455245 {
52465246 if (bones [i ].parent >= 0 )
52475247 {
@@ -5371,7 +5371,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
53715371// Load bone info from GLTF skin data
53725372static BoneInfo * LoadBoneInfoGLTF (cgltf_skin skin , unsigned int * boneCount )
53735373{
5374- * boneCount = skin .joints_count ;
5374+ * boneCount = ( unsigned int ) skin .joints_count ;
53755375 BoneInfo * bones = (BoneInfo * )RL_CALLOC (skin .joints_count , sizeof (BoneInfo ));
53765376
53775377 for (unsigned int i = 0 ; i < skin .joints_count ; i ++ )
@@ -6144,7 +6144,7 @@ static Model LoadGLTF(const char *fileName)
61446144 model .skeleton .bones = LoadBoneInfoGLTF (skin , & model .skeleton .boneCount );
61456145 model .skeleton .bindPose = (Transform * )RL_CALLOC (model .skeleton .boneCount , sizeof (Transform ));
61466146
6147- for (int i = 0 ; i < model .skeleton .boneCount ; i ++ )
6147+ for (unsigned int i = 0 ; i < model .skeleton .boneCount ; i ++ )
61486148 {
61496149 Matrix bindMatrix = { 0 };
61506150 cgltf_float inverseBindTransform [16 ] = { 0 };
@@ -6309,7 +6309,7 @@ static Model LoadGLTF(const char *fileName)
63096309 if ((data -> skins_count > 0 ) && !hasJoints && (node -> parent != NULL ) && (node -> parent -> mesh == NULL ))
63106310 {
63116311 int parentBoneId = -1 ;
6312- for (int joint = 0 ; joint < model .skeleton .boneCount ; joint ++ )
6312+ for (unsigned int joint = 0 ; joint < model .skeleton .boneCount ; joint ++ )
63136313 {
63146314 if (data -> skins [0 ].joints [joint ] == node -> parent )
63156315 {
@@ -6347,7 +6347,7 @@ static Model LoadGLTF(const char *fileName)
63476347 // Initialize runtime animation data: current pose and bone matrices
63486348 model .currentPose = (Transform * )RL_CALLOC (model .skeleton .boneCount , sizeof (Transform ));
63496349 model .boneMatrices = (Matrix * )RL_CALLOC (model .skeleton .boneCount , sizeof (Matrix ));
6350- for (int j = 0 ; j < model .skeleton .boneCount ; j ++ ) model .boneMatrices [j ] = MatrixIdentity ();
6350+ for (unsigned int j = 0 ; j < model .skeleton .boneCount ; j ++ ) model .boneMatrices [j ] = MatrixIdentity ();
63516351 //----------------------------------------------------------------------------------------------------
63526352
63536353 // Free unused allocated memory in case of no bones defined
@@ -6670,7 +6670,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
66706670 animations [a ].keyframePoses [j ] = (Transform * )RL_CALLOC (animations [a ].boneCount , sizeof (Transform ));
66716671 float time = (float )j / GLTF_FRAMERATE ;
66726672
6673- for (int k = 0 ; k < animations [a ].boneCount ; k ++ )
6673+ for (unsigned int k = 0 ; k < animations [a ].boneCount ; k ++ )
66746674 {
66756675 Vector3 translation = {skin .joints [k ]-> translation [0 ], skin .joints [k ]-> translation [1 ], skin .joints [k ]-> translation [2 ]};
66766676 Quaternion rotation = {skin .joints [k ]-> rotation [0 ], skin .joints [k ]-> rotation [1 ], skin .joints [k ]-> rotation [2 ], skin .joints [k ]-> rotation [3 ]};
@@ -7204,7 +7204,7 @@ static Model LoadM3D(const char *fileName)
72047204 // Initialize runtime animation data: current pose and bone matrices
72057205 model .currentPose = (Transform * )RL_CALLOC (model .skeleton .boneCount , sizeof (Transform ));
72067206 model .boneMatrices = (Matrix * )RL_CALLOC (model .skeleton .boneCount , sizeof (Matrix ));
7207- for (int j = 0 ; j < model .skeleton .boneCount ; j ++ ) model .boneMatrices [j ] = MatrixIdentity ();
7207+ for (unsigned int j = 0 ; j < model .skeleton .boneCount ; j ++ ) model .boneMatrices [j ] = MatrixIdentity ();
72087208 }
72097209
72107210 m3d_free (m3d );
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