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| author | victorfisac <victorfisac@gmail.com> | 2016-11-01 23:11:36 +0100 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-11-01 23:11:36 +0100 |
| commit | 80f6b2f9635d8e4707b528337c39c0ba7bf9cf5f (patch) | |
| tree | c9587d0b1e84a89a3e9c8acb1ae16a3aeede4f78 /examples/shaders_postprocessing.c | |
| parent | 2a158c47955d2d849e939152e0c174b02c500104 (diff) | |
| parent | 64f67f6e9f414a54dfc3fb519b892ecd5517f2cf (diff) | |
| download | raylib-80f6b2f9635d8e4707b528337c39c0ba7bf9cf5f.tar.gz raylib-80f6b2f9635d8e4707b528337c39c0ba7bf9cf5f.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/shaders_postprocessing.c')
| -rw-r--r-- | examples/shaders_postprocessing.c | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 43d21e08..43d1af72 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -45,9 +45,7 @@ int main() RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera - SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode - SetCameraPosition(camera.position); // Set internal camera position to match our camera position - SetCameraTarget(camera.target); // Set internal camera target to match our camera target + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -57,7 +55,7 @@ int main() { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update internal camera and our camera + UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw @@ -67,7 +65,7 @@ int main() ClearBackground(RAYWHITE); BeginTextureMode(target); // Enable drawing to texture - + Begin3dMode(camera); DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture |
