RENAMED: FormatText() -> TextFormat()
This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
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36 changed files with 73 additions and 73 deletions
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@ -32,11 +32,11 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
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const char *fragShaderFileName = "resources/shaders/glsl%i/reload.fs";
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long fragShaderFileModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
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long fragShaderFileModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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// Get shader locations for required uniforms
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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@ -68,13 +68,13 @@ int main(void)
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// Hot shader reloading
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if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
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{
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long currentFragShaderModTime = GetFileModTime(FormatText(fragShaderFileName, GLSL_VERSION));
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long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
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// Check if shader file has been modified
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if (currentFragShaderModTime != fragShaderFileModTime)
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{
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// Try reloading updated shader
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Shader updatedShader = LoadShader(0, FormatText(fragShaderFileName, GLSL_VERSION));
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Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
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if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded
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{
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@ -108,7 +108,7 @@ int main(void)
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawText(FormatText("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
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DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
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shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
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if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
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