REVIEWED: Camera redesign PR
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34 changed files with 321 additions and 268 deletions
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@ -45,11 +45,12 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
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// Define the camera to look into our 3d world
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Camera camera = {
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(Vector3){ 2.0f, 2.0f, 6.0f }, // position
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(Vector3){ 0.0f, 0.5f, 0.0f }, // target
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(Vector3){ 0.0f, 1.0f, 0.0f }, // up
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45.0f, CAMERA_PERSPECTIVE }; // fov, type
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load models and texture
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Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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@ -84,12 +85,12 @@ int main(void)
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// Using just 1 point lights
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CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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