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Changed things to implement correct usage of RMA (or MRA) textures

RMA (MRA) textures provide Red channel for Roughness, Green channel for Metalness, and Blue channel for Ambient Occlusion.
Made changes to this example to implement this texture correctly
pull/4678/head
Almaas Rizvi 3 месяцев назад
committed by GitHub
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475b4c0858
Не найден GPG ключ соответствующий данной подписи Идентификатор GPG ключа: B5690EEEBB952194
1 измененных файлов: 2 добавлений и 2 удалений
  1. +2
    -2
      examples/shaders/shaders_basic_pbr.c

+ 2
- 2
examples/shaders/shaders_basic_pbr.c Просмотреть файл

@ -84,7 +84,7 @@ int main()
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "basic pbr");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
// Define the camera to look into our 3d world
Camera camera = { 0 };
@ -263,7 +263,7 @@ int main()
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
o">//DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawFPS(10, 10);

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