diff --git a/examples/text/text_draw_3d.c b/examples/text/text_draw_3d.c index 8ce576b6..04b6e18c 100644 --- a/examples/text/text_draw_3d.c +++ b/examples/text/text_draw_3d.c @@ -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); }