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authorraysan5 <raysan5@gmail.com>2016-06-24 19:49:36 +0200
committerraysan5 <raysan5@gmail.com>2016-06-24 19:49:36 +0200
commit5f7ac64c44543383b10ec6a56e5ec1db5706276e (patch)
tree5605c0dcad2432f84494deaa527012c5e26eedb4
parentb358402cb39d2b06a69be28e64b086a0f44b42f1 (diff)
downloadraylib-5f7ac64c44543383b10ec6a56e5ec1db5706276e.tar.gz
raylib-5f7ac64c44543383b10ec6a56e5ec1db5706276e.zip
Removed function SetModelTexture()
It's more educational to go through new material system, so, I decide to remove this function to avoid students confusion...
-rw-r--r--CHANGELOG7
-rw-r--r--examples/models_cubicmap.c2
-rw-r--r--examples/models_heightmap.c2
-rw-r--r--examples/models_obj_loading.c2
-rw-r--r--examples/shaders_custom_uniform.c2
-rw-r--r--examples/shaders_postprocessing.c2
-rw-r--r--games/raylib_demo/raylib_demo.c4
-rw-r--r--src/models.c7
-rw-r--r--src/raylib.h1
9 files changed, 11 insertions, 18 deletions
diff --git a/CHANGELOG b/CHANGELOG
index 5024dc6e..300c9089 100644
--- a/CHANGELOG
+++ b/CHANGELOG
@@ -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()
diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c
index 1ca27dfd..89bc75cf 100644
--- a/examples/models_cubicmap.c
+++ b/examples/models_cubicmap.c
@@ -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
diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c
index c8e5ff35..90e5f5bb 100644
--- a/examples/models_heightmap.c
+++ b/examples/models_heightmap.c
@@ -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
diff --git a/examples/models_obj_loading.c b/examples/models_obj_loading.c
index e8dd0adc..a6969f70 100644
--- a/examples/models_obj_loading.c
+++ b/examples/models_obj_loading.c
@@ -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
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c
index 516d5087..c4f87259 100644
--- a/examples/shaders_custom_uniform.c
+++ b/examples/shaders_custom_uniform.c
@@ -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
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c
index 5e8b5a80..43d21e08 100644
--- a/examples/shaders_postprocessing.c
+++ b/examples/shaders_postprocessing.c
@@ -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
diff --git a/games/raylib_demo/raylib_demo.c b/games/raylib_demo/raylib_demo.c
index 7f6f291a..22213b46 100644
--- a/games/raylib_demo/raylib_demo.c
+++ b/games/raylib_demo/raylib_demo.c
@@ -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
diff --git a/src/models.c b/src/models.c
index 8deabcb0..a4bcde8f 100644
--- a/src/models.c
+++ b/src/models.c
@@ -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)
{
diff --git a/src/raylib.h b/src/raylib.h
index ed787892..641f4c09 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -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)