diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c index a6698e693..e6a28cf64 100644 --- a/examples/models/models_rlgl_solar_system.c +++ b/examples/models/models_rlgl_solar_system.c @@ -43,7 +43,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; SetCameraMode(camera, CAMERA_FREE); diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c index 764dc5e70..2a3b142df 100644 --- a/examples/models/models_waving_cubes.c +++ b/examples/models/models_waving_cubes.c @@ -30,7 +30,7 @@ int main() camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 70.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; // Specify the amount of blocks in each direction const int numBlocks = 15; diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index 633fd0127..1f7336a9e 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -54,7 +54,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - camera.type = CAMERA_PERSPECTIVE; // Camera mode type + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type // Load models Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32)); diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index ca8ad5534..ecc314e4a 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -41,7 +41,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map) diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 07f15e7b0..5c53b43e6 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -41,7 +41,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 1.0f, -1.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c index 9ae4395f7..7b72ba963 100644 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/shaders/shaders_rlgl_mesh_instanced.c @@ -44,7 +44,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; const int count = 10000; // Number of instances to display Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index 88f0f91e0..055afad74 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -42,7 +42,7 @@ int main(void) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; - camera.type = CAMERA_PERSPECTIVE; + camera.projection = CAMERA_PERSPECTIVE; // Define our three models to show the shader on Mesh torus = GenMeshTorus(.3, 1, 16, 32);