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Updated examples for next raylib version

pull/24/head
raysan5 9 years ago
parent
commit
067b884f39
6 changed files with 16 additions and 17 deletions
  1. +4
    -4
      examples/models_cubicmap.c
  2. +4
    -4
      examples/models_heightmap.c
  3. +1
    -2
      examples/models_planes.c
  4. +2
    -2
      examples/textures_compressed_dds.c
  5. +3
    -3
      examples/textures_image_loading.c
  6. +2
    -2
      examples/textures_mipmaps.c

+ 4
- 4
examples/models_cubicmap.c View File

@ -23,13 +23,13 @@ int main()
// Define the camera to look into our 3d world
Camera camera = {{ 7.0, 7.0, 7.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Image img = LoadImage("resources/cubicmap.png"); // Load cubesmap image (RAM)
Texture2D texture = LoadTextureFromImage(img, false); // Convert image to texture (VRAM)
Model map = LoadCubicmap(img); // Load cubicmap model
Image image = LoadImage("resources/cubicmap.png"); // Load cubesmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadCubicmap(image); // Load cubicmap model (generate model from image)
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -1, 0.0, -1 }; // Set model position
UnloadImage(img); // Unload cubesmap image from RAM, already uploaded to VRAM
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

+ 4
- 4
examples/models_heightmap.c View File

@ -23,13 +23,13 @@ int main()
// Define the camera to look into our 3d world
Camera camera = {{ 10.0, 12.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Image img = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(img, false); // Convert image to texture (VRAM)
Model map = LoadHeightmap(img, 4); // Load heightmap model
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, 4); // Load heightmap model
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -4, 0.0, -4 }; // Set model position
UnloadImage(img); // Unload heightmap image from RAM, already uploaded to VRAM
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

+ 1
- 2
examples/models_planes.c View File

@ -42,8 +42,7 @@ int main()
Begin3dMode(camera);
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 4, 4 }, (Vector3){ 0, 45, 0 }, RED);
//DrawPlaneEx((Vector3){ 0, 8, 0 }, (Vector2){ 2, 1 }, (Vector3){ 0, 0, 0 }, 4, 4, SKYBLUE);
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 4, 4 }, RED); // Draw a plane XZ
DrawGrid(10.0, 1.0);

+ 2
- 2
examples/textures_compressed_dds.c View File

@ -24,8 +24,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [textures] example - DDS texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
//Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading (compressed)
Texture2D texture = LoadTexture("resources/raylib_logo_uncompressed.dds"); // Texture loading (uncompressed)
Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading (compressed)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------

+ 3
- 3
examples/textures_image_loading.c View File

@ -24,10 +24,10 @@ int main()
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image img = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
Texture2D texture = LoadTextureFromImage(img, false); // Image converted to texture, GPU memory (VRAM)
Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
UnloadImage(img); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
//---------------------------------------------------------------------------------------
// Main game loop

+ 2
- 2
examples/textures_mipmaps.c View File

@ -24,10 +24,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture mipmaps generation");
// NOTE: To generate mipmaps for an image, image must be loaded first and converted to texture
// with mipmaps option set to true on CreateTexture()
Image image = LoadImage("resources/raylib_logo.png"); // Load image to CPU memory (RAM)
Texture2D texture = LoadTextureFromImage(image, true); // Create texture and generate mipmaps
Texture2D texture = LoadTextureFromImage(image); // Load texture into GPU memory (VRAM)
GenTextureMipmaps(texture); // Generate mipmaps for texture
UnloadImage(image); // Once texture has been created, we can unload image data from RAM
//--------------------------------------------------------------------------------------

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