diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index ceef63787..8abc7d482 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -26,7 +26,7 @@ int main() Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) - Mesh mesh = GenMeshCubicmap(image, VectorOne()); + Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f }); Model model = LoadModelFromMesh(mesh, false); // NOTE: By default each cube is mapped to one part of texture atlas diff --git a/src/models.c b/src/models.c index d9404c127..0865e8d76 100644 --- a/src/models.c +++ b/src/models.c @@ -627,10 +627,10 @@ Mesh LoadMesh(const char *fileName) #if defined(SUPPORT_FILEFORMAT_OBJ) if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName); #else - TraceLog(WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName); + TraceLog(LOG_WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName); #endif - if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded"); + if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded"); else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh) // TODO: Initialize default mesh data in case loading fails, maybe a cube? @@ -1269,7 +1269,7 @@ Material LoadMaterial(const char *fileName) #if defined(SUPPORT_FILEFORMAT_MTL) if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName); #else - TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName); + TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName); #endif return material; diff --git a/src/rlgl.c b/src/rlgl.c index 7f3493479..742b0ed54 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -338,7 +338,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) -static void UnLoadShaderDefault(void); // Unload default shader +static void UnloadShaderDefault(void); // Unload default shader static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data @@ -1532,7 +1532,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - default: TraceLog(WARNING, "Texture format updating not supported"); break; + default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; } #elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA @@ -1545,7 +1545,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - default: TraceLog(WARNING, "Texture format updating not supported"); break; + default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; } #endif } @@ -3454,7 +3454,7 @@ static Shader LoadShaderDefault(void) shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); shader.locs[LOC_TEXMAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); } - else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); + else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); return shader; }