remove depreciated stuff, tidy build a bit for 4.0
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c818fae902
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17 changed files with 63 additions and 201 deletions
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@ -30,7 +30,7 @@ model = LoadModelFromMesh(mesh)
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# NOTE: By default each cube is mapped to one part of texture atlas
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texture = LoadTexture(b"resources/cubicmap_atlas.png") # Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE ].texture = texture # Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_ALBEDO ].texture = texture # Set map diffuse texture
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mapPosition = [ -16.0, 0.0, -8.0 ] # Set model position
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@ -27,7 +27,7 @@ texture = LoadTextureFromImage(image) # Convert image to texture
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mesh = GenMeshHeightmap(image, ( 16, 8, 16 )) # Generate heightmap mesh (RAM and VRAM)
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model = LoadModelFromMesh(mesh) # Load model from generated mesh
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture # Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = texture # Set map diffuse texture
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mapPosition = ( -8.0, 0.0, -8.0 ) # Define model position
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UnloadImage(image) # Unload heightmap image from RAM, already uploaded to VRAM
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@ -30,7 +30,7 @@ rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL)
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model = LoadModel(b"resources/models/house.obj") # Load OBJ model
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texture = LoadTexture(b"resources/models/house_diffuse.png") # Load model texture
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model.materials.maps[MATERIAL_MAP_DIFFUSE].texture = texture # Set map diffuse texture
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model.materials.maps[MATERIAL_MAP_ALBEDO].texture = texture # Set map diffuse texture
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position = [ 0.0, 0.0, 0.0 ] # Set model position
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SetTargetFPS(60) # Set our game to run at 60 frames-per-second
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