Sdl backend (#140)
* latest raylib version * add libwayland-dev * update headers * add libxkbcommon-dev * sdl * sdl dl * sdl dl * sdl2 link flags * remove glfw header * try static sdl build * try to set fpic * install alsa etc before building sdl * windows * fix * try * try * try * try * try * try * try * try * try * try * try * try * try * try mac * try mac * try mac * try mac * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * update raylib * try * try * try * try * try * try * try * try * try * try * try * try * try * try * try * update to 5.5 * dont link x11 if using DRM * update to fixed raylib version
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46 changed files with 4069 additions and 1472 deletions
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@ -21,7 +21,7 @@ model.materials.maps[pr.MaterialMapIndex.MATERIAL_MAP_ALBEDO].texture = texture
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pr.unload_image(image)
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pos = pr.get_mouse_position()
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ray = pr.get_mouse_ray(pos, camera)
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ray = pr.get_screen_to_world_ray(pos, camera)
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#rayhit = pr.get_ray_collision_ground(ray, 0)
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#print(str(rayhit.position.x))
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@ -37,7 +37,7 @@ while not pr.window_should_close():
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pr.end_drawing()
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pos = pr.get_mouse_position()
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ray = pr.get_mouse_ray(pos, camera)
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ray = pr.get_screen_to_world_ray(pos, camera)
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#rayhit = pr.get_ray_collision_ground(ray, 0)
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#print(str(rayhit.position.x))
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@ -21,7 +21,7 @@ model.materials.maps[MATERIAL_MAP_ALBEDO].texture = texture
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unload_image(image)
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pos = get_mouse_position()
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ray = get_mouse_ray(pos, camera)
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ray = get_screen_to_world_ray(pos, camera)
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#rayhit = get_ray_collision_ground(ray, 0)
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#print(str(rayhit.position.x))
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@ -33,11 +33,11 @@ while not window_should_close():
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draw_model(model, (-8.0, 0.0, -8.0), 1.0, RED)
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draw_grid(20, 1.0)
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end_mode_3d()
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draw_text("This mesh should be textured", 190, 200, 20, VIOLET)
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draw_text("This mesh should be tesxtured", 190, 200, 20, VIOLET)
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end_drawing()
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pos = get_mouse_position()
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ray = get_mouse_ray(pos, camera)
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ray = get_screen_to_world_ray(pos, camera)
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#rayhit = get_ray_collision_ground(ray, 0)
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#print(str(rayhit.position.x))
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