diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index 2933ca422..1e0765163 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -43,7 +43,7 @@ int main(void) // Render texture initialization, used to hold the rendering result so we can easily resize it RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight); - SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use + SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use Color colors[10] = { 0 }; for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 }; diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index 2c3348c0f..4fde9baf3 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -41,7 +41,7 @@ int main(void) Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material - SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture + SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index dfef69da1..7f11fd70e 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -162,11 +162,11 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); // Set textures filtering for better quality - SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, TEXTURE_FILTER_BILINEAR); // Enable sample usage in shader for assigned textures SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c index f9517bdc3..7de7986b3 100644 --- a/examples/text/text_font_sdf.c +++ b/examples/text/text_font_sdf.c @@ -64,7 +64,7 @@ int main(void) // Load SDF required shader (we use default vertex shader) Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION)); - SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font + SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR); // Required for SDF font Vector2 fontPosition = { 40, screenHeight/2.0f - 50 }; Vector2 textSize = { 0.0f, 0.0f };