New examples from @chriscamacho (#23)
* complete fog example as both fog and basic lighting need the light system it made sense to seperate it out, there are a few functions from raymath int rlmath.py * added shaders custom uniform * added shaders_texture_waves.py * added shaders_texture_drawing.py * bug fix - unwanted transparent effect! * complete fog example as both fog and basic lighting need the light system it made sense to seperate it out, there are a few functions from raymath int rlmath.py * added shaders custom uniform * added shaders_texture_waves.py * initial commit still WIP * updated raylib * undo all changes in this branch except for the example updates * remove local raylib-c Co-authored-by: codifies <nospam@antispam.com>
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@ -37,7 +37,7 @@ rl.SetShaderValue(
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texHDR = rl.LoadTexture(b'resources/dresden_square.hdr')
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skybox.materials[0].maps[rl.MAP_CUBEMAP].texture = rl.GenTextureCubemap(shdrCubemap, texHDR, 512);
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skybox.materials[0].maps[rl.MAP_CUBEMAP].texture = rl.GenTextureCubemap(shdrCubemap, texHDR, 512, rl.UNCOMPRESSED_R32G32B32);
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rl.UnloadTexture(texHDR)
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rl.UnloadShader(shdrCubemap)
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