}
}
- if (aiMesh->mTextureCoords != NULL) {
- mesh.textureCoords = malloc(numVertices * sizeof(Vector3D));
- for (unsigned int texcIndex = 0; texcIndex < numVertices; ++texcIndex) {
- mesh.textureCoords[texcIndex] = convertAiVector3D(
- aiMesh->mTextureCoords[0][texcIndex]);
- }
+ mesh.textureCoords = malloc(numVertices * sizeof(Vector3D));
+ for (unsigned int texcIndex = 0; texcIndex < numVertices; ++texcIndex) {
+ mesh.textureCoords[texcIndex] = convertAiVector3D(
+ aiMesh->mTextureCoords[0][texcIndex]);
}
for (unsigned int faceIndex = 0; faceIndex < numFaces; ++faceIndex) {