diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index a793e62f4..43b1ec471 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -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"), diff --git a/examples/core/resources/distortion100.fs b/examples/core/resources/shaders/glsl100/distortion.fs similarity index 100% rename from examples/core/resources/distortion100.fs rename to examples/core/resources/shaders/glsl100/distortion.fs diff --git a/examples/core/resources/distortion330.fs b/examples/core/resources/shaders/glsl330/distortion.fs similarity index 100% rename from examples/core/resources/distortion330.fs rename to examples/core/resources/shaders/glsl330/distortion.fs diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index bc92873c2..e268085b0 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -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;