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REVIEWED: Examples for automation processes

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4 změnil soubory, kde provedl 2 přidání a 11 odebrání
  1. +1
    -1
      examples/core/core_vr_simulator.c
  2. +0
    -0
      examples/core/resources/shaders/glsl100/distortion.fs
  3. +0
    -0
      examples/core/resources/shaders/glsl330/distortion.fs
  4. +1
    -10
      examples/models/models_mesh_generation.c

+ 1
- 1
examples/core/core_vr_simulator.c Zobrazit soubor

@ -61,7 +61,7 @@ int main(void)
VrStereoConfig config = LoadVrStereoConfig(device);
// Distortion shader (uses device lens distortion and chroma)
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
Shader distortion = LoadShader(0, TextFormat("resources/shaders/glsl%i/distortion.fs", GLSL_VERSION));
// Update distortion shader with lens and distortion-scale parameters
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),

examples/core/resources/distortion100.fs → examples/core/resources/shaders/glsl100/distortion.fs Zobrazit soubor


examples/core/resources/distortion330.fs → examples/core/resources/shaders/glsl330/distortion.fs Zobrazit soubor


+ 1
- 10
examples/models/models_mesh_generation.c Zobrazit soubor

@ -48,16 +48,7 @@ int main(void)
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
models[8] = LoadModelFromMesh(GenMeshCustom());
// Generated meshes could be exported as .obj files
//ExportMesh(models[0].meshes[0], "plane.obj");
//ExportMesh(models[1].meshes[0], "cube.obj");
//ExportMesh(models[2].meshes[0], "sphere.obj");
//ExportMesh(models[3].meshes[0], "hemisphere.obj");
//ExportMesh(models[4].meshes[0], "cylinder.obj");
//ExportMesh(models[5].meshes[0], "torus.obj");
//ExportMesh(models[6].meshes[0], "knot.obj");
//ExportMesh(models[7].meshes[0], "poly.obj");
//ExportMesh(models[8].meshes[0], "custom.obj");
// NOTE: Generated meshes could be exported using ExportMesh()
// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;

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