|
|
@ -5,14 +5,14 @@ |
|
|
|
* Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set) |
|
|
|
* where the texture coodinates of each quad map to the texture coordinates of the glyphs |
|
|
|
* inside the font texture. |
|
|
|
* A more efficient approach, i believe, would be to render the text in a render texture and |
|
|
|
* map that texture to a plane and render that, or maybe a shader but my method allows more |
|
|
|
* flexibility...for example to change position of each letter individually to make somethink |
|
|
|
* like a wavy text effect. |
|
|
|
* |
|
|
|
* Special thanks to: |
|
|
|
* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle |
|
|
|
* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader |
|
|
|
* A more efficient approach, i believe, would be to render the text in a render texture and |
|
|
|
* map that texture to a plane and render that, or maybe a shader but my method allows more |
|
|
|
* flexibility...for example to change position of each letter individually to make somethink |
|
|
|
* like a wavy text effect. |
|
|
|
* |
|
|
|
* Special thanks to: |
|
|
|
* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle |
|
|
|
* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader |
|
|
|
* |
|
|
|
* This example has been created using raylib 3.5 (www.raylib.com) |
|
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
|
|
@ -196,7 +196,7 @@ int main(void) |
|
|
|
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }}); |
|
|
|
if (collision.hit) |
|
|
|
{ |
|
|
|
// Generate new random colors |
|
|
|
// Generate new random colors |
|
|
|
light = GenerateRandomColor(0.5f, 0.78f); |
|
|
|
dark = GenerateRandomColor(0.4f, 0.58f); |
|
|
|
} |
|
|
|