REVIEWED: Examples to new enum values
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c8ed231eca
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3 changed files with 3 additions and 7 deletions
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@ -39,7 +39,6 @@ int main(void)
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UnloadImage(imMap); // Unload image from RAM
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UnloadImage(imMap); // Unload image from RAM
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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Vector3 playerPosition = camera.position; // Set player position
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
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@ -93,10 +92,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
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DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
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//DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED); // Draw player
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EndMode3D();
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
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DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
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@ -69,7 +69,7 @@ int main(void)
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else
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else
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{
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{
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Image img = LoadImage("resources/skybox.png");
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Image img = LoadImage("resources/skybox.png");
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skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
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skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
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UnloadImage(img);
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UnloadImage(img);
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}
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}
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@ -108,7 +108,7 @@ int main(void)
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else
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else
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{
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{
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Image img = LoadImage(droppedFiles[0]);
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Image img = LoadImage(droppedFiles[0]);
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skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_AUTO_DETECT);
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skybox.materials[0].maps[MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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UnloadImage(img);
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UnloadImage(img);
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}
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}
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@ -27,7 +27,7 @@ int main(int argc, char **argv)
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture texPattern = LoadTexture("resources/patterns.png");
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Texture texPattern = LoadTexture("resources/patterns.png");
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SetTextureFilter(texPattern, FILTER_TRILINEAR); // Makes the texture smoother when upscaled
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SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled
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// Coordinates for all patterns inside the texture
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// Coordinates for all patterns inside the texture
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const Rectangle recPattern[] = {
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const Rectangle recPattern[] = {
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