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RENAMED: camera.type -> camera.projection

pull/1657/head
Ray 3 years ago
parent
commit
be8d5a7ae2
7 changed files with 7 additions and 7 deletions
  1. +1
    -1
      examples/models/models_rlgl_solar_system.c
  2. +1
    -1
      examples/models/models_waving_cubes.c
  3. +1
    -1
      examples/shaders/shaders_basic_lighting.c
  4. +1
    -1
      examples/shaders/shaders_custom_uniform.c
  5. +1
    -1
      examples/shaders/shaders_model_shader.c
  6. +1
    -1
      examples/shaders/shaders_rlgl_mesh_instanced.c
  7. +1
    -1
      examples/shaders/shaders_simple_mask.c

+ 1
- 1
examples/models/models_rlgl_solar_system.c View File

@ -43,7 +43,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
SetCameraMode(camera, CAMERA_FREE);

+ 1
- 1
examples/models/models_waving_cubes.c View File

@ -30,7 +30,7 @@ int main()
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 70.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
// Specify the amount of blocks in each direction
const int numBlocks = 15;

+ 1
- 1
examples/shaders/shaders_basic_lighting.c View File

@ -54,7 +54,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.5f, 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
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
// Load models
Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));

+ 1
- 1
examples/shaders/shaders_custom_uniform.c View File

@ -41,7 +41,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)

+ 1
- 1
examples/shaders/shaders_model_shader.c View File

@ -41,7 +41,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture

+ 1
- 1
examples/shaders/shaders_rlgl_mesh_instanced.c View File

@ -44,7 +44,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
const int count = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);

+ 1
- 1
examples/shaders/shaders_simple_mask.c View File

@ -42,7 +42,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
// Define our three models to show the shader on
Mesh torus = GenMeshTorus(.3, 1, 16, 32);

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