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Removed function SetModelTexture()

It's more educational to go through new material system, so, I decide to
remove this function to avoid students confusion...
pull/132/head
raysan5 8 years ago
parent
commit
5f7ac64c44
9 changed files with 11 additions and 18 deletions
  1. +4
    -3
      CHANGELOG
  2. +1
    -1
      examples/models_cubicmap.c
  3. +1
    -1
      examples/models_heightmap.c
  4. +1
    -1
      examples/models_obj_loading.c
  5. +1
    -1
      examples/shaders_custom_uniform.c
  6. +1
    -1
      examples/shaders_postprocessing.c
  7. +2
    -2
      games/raylib_demo/raylib_demo.c
  8. +0
    -7
      src/models.c
  9. +0
    -1
      src/raylib.h

+ 4
- 3
CHANGELOG View File

@ -1,20 +1,20 @@
changelog
---------
Current Release: raylib 1.5.0 (23 June 2016)
Current Release: raylib 1.5.0 (xx June 2016)
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
NOTE: Current Release includes all previous updates.
-----------------------------------------------
Release: raylib 1.5.0 (23 June 2016)
Release: raylib 1.5.0 (xx June 2016)
-----------------------------------------------
NOTE:
Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
lots of bugs have been solved and some **AMAZING** new features have been added.
HUGE changes:
[core] OCULUS RIFT CV1: Added support for VR witha bunch of Oculus-specific functions to init/close device and Oculus rendering.
[rlgl] OCULUS RIFT CV1: Added support for VR witha bunch of Oculus-specific functions to init/close device and Oculus rendering.
[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot
[physac] REDESIGNED: Improved performance and simplified usage, physic objects are managed internally
@ -65,6 +65,7 @@ other changes:
[models] Updated BoundingBox collision detections
[models] Added color parameter to DrawBoundigBox()
[models] Removed function: DrawQuad()
[models] Removed function: SetModelTexture()
[models] Redesigned DrawPlane() to use RL_TRIANGLES
[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
[models] Redesign to accomodate new materials system: LoadMaterial()

+ 1
- 1
examples/models_cubicmap.c View File

@ -29,7 +29,7 @@ int main()
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
SetModelTexture(&map, texture); // Bind texture to map model
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position

+ 1
- 1
examples/models_heightmap.c View File

@ -26,7 +26,7 @@ int main()
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
SetModelTexture(&map, texture); // Bind texture to model
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM

+ 1
- 1
examples/models_obj_loading.c View File

@ -25,7 +25,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second

+ 1
- 1
examples/shaders_custom_uniform.c View File

@ -34,7 +34,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
SetModelTexture(&dwarf, texture); // Bind texture to model
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

+ 1
- 1
examples/shaders_postprocessing.c View File

@ -34,7 +34,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
SetModelTexture(&dwarf, texture); // Bind texture to model
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

+ 2
- 2
games/raylib_demo/raylib_demo.c View File

@ -202,8 +202,8 @@ int main()
camera = (Camera){{ 0.0, 12.0, 15.0 }, { 0.0, 3.0, 0.0 }, { 0.0, 1.0, 0.0 }};
catTexture = LoadTexture("resources/catsham.png"); // Load model texture
cat = LoadModel("resources/cat.obj"); // Load OBJ model
SetModelTexture(&cat, catTexture);
cat = LoadModel("resources/cat.obj"); // Load OBJ model
cat.material.texDiffuse = texture; // Set cat model diffuse texture
fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file

+ 0
- 7
src/models.c View File

@ -808,13 +808,6 @@ void UnloadMaterial(Material material)
rlDeleteTextures(material.texSpecular.id);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0) model->material.texDiffuse = GetDefaultTexture(); // Use default white texture
else model->material.texDiffuse = texture;
}
// Generate a mesh from heightmap
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{

+ 0
- 1
src/raylib.h View File

@ -795,7 +795,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)

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