diff --git a/examples/rlgl_standalone.c b/examples/rlgl_standalone.c index f5ec3cb44..be0cfc521 100644 --- a/examples/rlgl_standalone.c +++ b/examples/rlgl_standalone.c @@ -8,8 +8,14 @@ * Compile rlgl module using: * gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 * +* NOTE: rlgl module requires the following header-only files: +* external/glad.h - OpenGL extensions loader (stripped to only required extensions) +* shader_standard.h - Standard shader for materials and lighting +* shader_distortion.h - Distortion shader for VR +* raymath.h - Vector and matrix math functions +* * Compile example using: -* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99 +* gcc -o rlgl_standalone.exe rlgl_standalone.c rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99 * * This example has been created using raylib 1.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) @@ -83,7 +89,7 @@ int main(void) glfwMakeContextCurrent(window); glfwSwapInterval(1); - // Initialize supported extensions + // Load OpenGL 3.3 supported extensions rlglLoadExtensions(glfwGetProcAddress); //-------------------------------------------------------- @@ -101,13 +107,13 @@ int main(void) rlClearColor(245, 245, 245, 255); // Define clear color rlEnableDepthTest(); // Enable DEPTH_TEST for 3D - Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center) - Camera camera; camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y + + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center) //-------------------------------------------------------------------------------------- // Main game loop @@ -169,8 +175,8 @@ int main(void) //-------------------------------------------------------------------------------------- rlglClose(); // Unload rlgl internal buffers and default shader/texture - glfwDestroyWindow(window); - glfwTerminate(); + glfwDestroyWindow(window); // Close window + glfwTerminate(); // Free GLFW3 resources //-------------------------------------------------------------------------------------- return 0;