Review ALL examples

This commit is contained in:
Ray 2019-05-20 16:36:42 +02:00
parent a43a7980a3
commit b525039e0a
96 changed files with 1301 additions and 1317 deletions

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - Show the difference between perspective and orthographic projection
* raylib [models] example - Show the difference between perspective and orthographic projection
*
* This program is heavily based on the geometric objects example
*
@ -18,19 +18,19 @@
#define FOVY_PERSPECTIVE 45.0f
#define WIDTH_ORTHOGRAPHIC 10.0f
int main()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -38,14 +38,14 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
if (IsKeyPressed(KEY_SPACE))
{
if (camera.type == CAMERA_PERSPECTIVE)
if (camera.type == CAMERA_PERSPECTIVE)
{
camera.fovy = WIDTH_ORTHOGRAPHIC;
camera.type = CAMERA_ORTHOGRAPHIC;
}
else
}
else
{
camera.fovy = FOVY_PERSPECTIVE;
camera.type = CAMERA_PERSPECTIVE;