REVIEWED: Examples compilation
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4 changed files with 8 additions and 8 deletions
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@ -43,7 +43,7 @@ int main(void)
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// Render texture initialization, used to hold the rendering result so we can easily resize it
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// Render texture initialization, used to hold the rendering result so we can easily resize it
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RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
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RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
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SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
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SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
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Color colors[10] = { 0 };
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Color colors[10] = { 0 };
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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@ -41,7 +41,7 @@ int main(void)
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Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
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Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
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Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
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Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
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SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
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SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -162,11 +162,11 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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// Set textures filtering for better quality
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// Set textures filtering for better quality
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SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, TEXTURE_FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, TEXTURE_FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, TEXTURE_FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
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SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, TEXTURE_FILTER_BILINEAR);
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// Enable sample usage in shader for assigned textures
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// Enable sample usage in shader for assigned textures
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
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@ -64,7 +64,7 @@ int main(void)
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// Load SDF required shader (we use default vertex shader)
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// Load SDF required shader (we use default vertex shader)
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
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SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
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SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR); // Required for SDF font
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Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
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Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
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Vector2 textSize = { 0.0f, 0.0f };
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Vector2 textSize = { 0.0f, 0.0f };
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