WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency

Some enums values have been renamed to be more consistent and also provide a more detailed description:
 - ShaderLocationIndex:    LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
 - ShaderUniformDataType:  UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
 - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
This commit is contained in:
Ray 2021-03-14 11:05:51 +01:00
parent 75038baf71
commit 01e28263be
33 changed files with 723 additions and 721 deletions

View file

@ -35,9 +35,9 @@ int main(void)
// Model loading
Model model = LoadModel("resources/plane.obj"); // Load OBJ model
model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture);
GenTextureMipmaps(&model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
@ -169,7 +169,7 @@ int main(void)
//--------------------------------------------------------------------------------------
// Unload all loaded data
UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture);
UnloadTexture(model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
UnloadModel(model);
UnloadRenderTexture(framebuffer);