Преглед изворни кода

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 пре 9 година
родитељ
комит
5f7ac64c44
9 измењених фајлова са 11 додато и 18 уклоњено
  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 Прегледај датотеку

@ -1,20 +1,20 @@
changelog 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: Only versions marked as 'Release' are available in installer, updates are only available as source.
NOTE: Current Release includes all previous updates. NOTE: Current Release includes all previous updates.
----------------------------------------------- -----------------------------------------------
Release: raylib 1.5.0 (23 June 2016)
Release: raylib 1.5.0 (xx June 2016)
----------------------------------------------- -----------------------------------------------
NOTE: NOTE:
Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned, 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. lots of bugs have been solved and some **AMAZING** new features have been added.
HUGE changes: 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] 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 [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 [physac] REDESIGNED: Improved performance and simplified usage, physic objects are managed internally
@ -65,6 +65,7 @@ other changes:
[models] Updated BoundingBox collision detections [models] Updated BoundingBox collision detections
[models] Added color parameter to DrawBoundigBox() [models] Added color parameter to DrawBoundigBox()
[models] Removed function: DrawQuad() [models] Removed function: DrawQuad()
[models] Removed function: SetModelTexture()
[models] Redesigned DrawPlane() to use RL_TRIANGLES [models] Redesigned DrawPlane() to use RL_TRIANGLES
[models] Redesigned DrawRectangleV() to use RL_TRIANGLES [models] Redesigned DrawRectangleV() to use RL_TRIANGLES
[models] Redesign to accomodate new materials system: LoadMaterial() [models] Redesign to accomodate new materials system: LoadMaterial()

+ 1
- 1
examples/models_cubicmap.c Прегледај датотеку

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

+ 1
- 1
examples/models_heightmap.c Прегледај датотеку

@ -26,7 +26,7 @@ int main()
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size 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!) 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 UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM

+ 1
- 1
examples/models_obj_loading.c Прегледај датотеку

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

+ 1
- 1
examples/shaders_custom_uniform.c Прегледај датотеку

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

+ 1
- 1
examples/shaders_postprocessing.c Прегледај датотеку

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

+ 2
- 2
games/raylib_demo/raylib_demo.c Прегледај датотеку

@ -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 }}; 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 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 fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file

+ 0
- 7
src/models.c Прегледај датотеку

@ -808,13 +808,6 @@ void UnloadMaterial(Material material)
rlDeleteTextures(material.texSpecular.id); 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 // Generate a mesh from heightmap
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size) static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{ {

+ 0
- 1
src/raylib.h Прегледај датотеку

@ -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 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) Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory 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 LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader) Material LoadDefaultMaterial(void); // Load default material (uses default models shader)

Loading…
Откажи
Сачувај