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authorvictorfisac <victorfisac@gmail.com>2016-01-20 13:48:00 +0100
committervictorfisac <victorfisac@gmail.com>2016-01-20 13:48:00 +0100
commitc04752c0e4b646638ce6adf991750763c2dbf393 (patch)
tree9fdafdbdd04dda343a25ac40768900d2d5016da6 /examples
parent4cc394c376c83926da67afe14855d2a3e2b06cfd (diff)
parent29c618a35e19c1c00be94bf423ad6af7ecf1d3f8 (diff)
downloadraylib-c04752c0e4b646638ce6adf991750763c2dbf393.tar.gz
raylib-c04752c0e4b646638ce6adf991750763c2dbf393.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples')
-rw-r--r--examples/audio_music_stream.c2
-rw-r--r--examples/audio_sound_loading.c2
-rw-r--r--examples/core_3d_camera_first_person.c16
-rw-r--r--examples/core_3d_camera_free.c13
-rw-r--r--examples/core_3d_mode.c17
-rw-r--r--examples/core_3d_picking.c14
-rw-r--r--examples/core_basic_window.c2
-rw-r--r--examples/core_input_gamepad.c8
-rw-r--r--examples/core_input_keys.c10
-rw-r--r--examples/core_input_mouse.c11
-rw-r--r--examples/core_random_values.c4
-rw-r--r--examples/core_world_screen.c10
-rw-r--r--examples/models_billboard.c8
-rw-r--r--examples/models_box_collisions.c14
-rw-r--r--examples/models_cubicmap.c4
-rw-r--r--examples/models_geometric_shapes.c24
-rw-r--r--examples/models_heightmap.c4
-rw-r--r--examples/models_obj_loading.c8
-rw-r--r--examples/resources/shaders/base.vs5
-rw-r--r--examples/resources/shaders/bloom.fs2
-rw-r--r--examples/resources/shaders/grayscale.fs6
-rw-r--r--examples/resources/shaders/phong.fs28
-rw-r--r--examples/resources/shaders/phong.vs7
-rw-r--r--examples/resources/shaders/shapes_base.vs9
-rw-r--r--examples/resources/shaders/shapes_grayscale.fs4
-rw-r--r--examples/resources/shaders/swirl.fs8
-rw-r--r--examples/shaders_basic_lighting.c (renamed from examples/lighting_blinn_phong.c)21
-rw-r--r--examples/shaders_custom_uniform.c8
-rw-r--r--examples/shaders_model_shader.c6
-rw-r--r--examples/shaders_postprocessing.c6
-rw-r--r--examples/shapes_basic_shapes.c2
-rw-r--r--examples/shapes_colors_palette.c2
-rw-r--r--examples/shapes_logo_raylib.c2
-rw-r--r--examples/shapes_logo_raylib_anim.c4
-rw-r--r--examples/textures_logo_raylib.c3
-rw-r--r--examples/textures_particles_trail_blending.c6
-rw-r--r--examples/textures_rectangle.c2
37 files changed, 155 insertions, 147 deletions
diff --git a/examples/audio_music_stream.c b/examples/audio_music_stream.c
index e61d4839..8c668cce 100644
--- a/examples/audio_music_stream.c
+++ b/examples/audio_music_stream.c
@@ -27,7 +27,7 @@ int main()
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
int framesCounter = 0;
- float timePlayed = 0;
+ float timePlayed = 0.0f;
//float volume = 1.0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
diff --git a/examples/audio_sound_loading.c b/examples/audio_sound_loading.c
index 1376a27d..8819aad1 100644
--- a/examples/audio_sound_loading.c
+++ b/examples/audio_sound_loading.c
@@ -26,6 +26,8 @@ int main()
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
+
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/core_3d_camera_first_person.c b/examples/core_3d_camera_first_person.c
index aa947c3c..8a092275 100644
--- a/examples/core_3d_camera_first_person.c
+++ b/examples/core_3d_camera_first_person.c
@@ -23,7 +23,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
// Generates some random columns
float heights[MAX_COLUMNS];
@@ -37,7 +37,7 @@ int main()
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
- Vector3 playerPosition = { 4, 2, 4 }; // Define player position
+ Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
@@ -60,16 +60,16 @@ int main()
Begin3dMode(camera);
- DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
- DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
- DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
- DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
+ DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
+ DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
+ DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
+ DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
- DrawCube(positions[i], 2, heights[i], 2, colors[i]);
- DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
+ DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
+ DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
End3dMode();
diff --git a/examples/core_3d_camera_free.c b/examples/core_3d_camera_free.c
index be44ed2a..df1b480c 100644
--- a/examples/core_3d_camera_free.c
+++ b/examples/core_3d_camera_free.c
@@ -21,9 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera;
+ camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- Vector3 cubePosition = { 0.0, 0.0, 0.0 };
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@@ -48,10 +51,10 @@ int main()
Begin3dMode(camera);
- DrawCube(cubePosition, 2, 2, 2, RED);
- DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
+ DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+ DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
- DrawGrid(10.0, 1.0);
+ DrawGrid(10, 1.0f);
End3dMode();
diff --git a/examples/core_3d_mode.c b/examples/core_3d_mode.c
index c38da256..40415fea 100644
--- a/examples/core_3d_mode.c
+++ b/examples/core_3d_mode.c
@@ -21,11 +21,14 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera;
+ camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- Vector3 cubePosition = { 0.0, 0.0, 0.0 };
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
- //SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -40,14 +43,14 @@ int main()
//----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(WHITE);
+ ClearBackground(RAYWHITE);
Begin3dMode(camera);
- DrawCube(cubePosition, 2, 2, 2, RED);
- DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
+ DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+ DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
- DrawGrid(10.0, 1.0);
+ DrawGrid(10, 1.0f);
End3dMode();
diff --git a/examples/core_3d_picking.c b/examples/core_3d_picking.c
index 0d6f4ac7..9a6cc138 100644
--- a/examples/core_3d_picking.c
+++ b/examples/core_3d_picking.c
@@ -21,10 +21,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
- Vector3 cubePosition = { 0.0, 1.0, 0.0 };
- Vector3 cubeSize = { 2.0, 2.0, 2.0 };
+ Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
+ Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray; // Picking line ray
@@ -50,8 +50,8 @@ int main()
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
- (Vector3){cubePosition.x - cubeSize.x / 2,cubePosition.y - cubeSize.y / 2,cubePosition.z - cubeSize.z / 2},
- (Vector3){cubePosition.x + cubeSize.x / 2,cubePosition.y + cubeSize.y / 2,cubePosition.z + cubeSize.z / 2});
+ (Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
+ (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
}
//----------------------------------------------------------------------------------
@@ -65,10 +65,10 @@ int main()
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
-
- DrawGrid(10.0, 1.0);
DrawRay(ray, MAROON);
+
+ DrawGrid(10, 1.0f);
End3dMode();
diff --git a/examples/core_basic_window.c b/examples/core_basic_window.c
index b039e53f..fb83400a 100644
--- a/examples/core_basic_window.c
+++ b/examples/core_basic_window.c
@@ -29,6 +29,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/core_input_gamepad.c b/examples/core_input_gamepad.c
index 64be4cd8..1de2d424 100644
--- a/examples/core_input_gamepad.c
+++ b/examples/core_input_gamepad.c
@@ -23,8 +23,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
- Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
- Vector2 gamepadMovement = { 0, 0 };
+ Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
+ Vector2 gamepadMovement = { 0.0f, 0.0f };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
@@ -43,8 +43,8 @@ int main()
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
{
- ballPosition.x = screenWidth/2;
- ballPosition.y = screenHeight/2;
+ ballPosition.x = (float)screenWidth/2;
+ ballPosition.y = (float)screenHeight/2;
}
}
//----------------------------------------------------------------------------------
diff --git a/examples/core_input_keys.c b/examples/core_input_keys.c
index 99d5e516..b2305246 100644
--- a/examples/core_input_keys.c
+++ b/examples/core_input_keys.c
@@ -20,7 +20,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
- Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
+ Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
SetTargetFPS(60); // Set target frames-per-second
//--------------------------------------------------------------------------------------
@@ -30,10 +30,10 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
- if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
- if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
- if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
- if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
+ if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
+ if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
+ if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
+ if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/core_input_mouse.c b/examples/core_input_mouse.c
index c64b421e..358b5fd6 100644
--- a/examples/core_input_mouse.c
+++ b/examples/core_input_mouse.c
@@ -20,8 +20,9 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
- int mouseX, mouseY;
- Vector2 ballPosition = { -100.0, -100.0 };
+ Vector2 ballPosition = { -100.0f, -100.0f };
+
+ SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
@@ -31,11 +32,7 @@ int main()
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
- mouseX = GetMouseX();
- mouseY = GetMouseY();
-
- ballPosition.x = (float)mouseX;
- ballPosition.y = (float)mouseY;
+ ballPosition = GetMousePosition();
}
//----------------------------------------------------------------------------------
diff --git a/examples/core_random_values.c b/examples/core_random_values.c
index 98e0e91e..06e550dd 100644
--- a/examples/core_random_values.c
+++ b/examples/core_random_values.c
@@ -22,7 +22,7 @@ int main()
int framesCounter = 0; // Variable used to count frames
- int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
+ int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -37,7 +37,7 @@ int main()
// Every two seconds (120 frames) a new random value is generated
if (((framesCounter/120)%2) == 1)
{
- randValue = GetRandomValue(-8,5);
+ randValue = GetRandomValue(-8, 5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------
diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c
index eac5fbdc..b70b40dd 100644
--- a/examples/core_world_screen.c
+++ b/examples/core_world_screen.c
@@ -21,9 +21,9 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
- Vector3 cubePosition = { 0.0, 0.0, 0.0 };
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition;
@@ -53,10 +53,10 @@ int main()
Begin3dMode(camera);
- DrawCube(cubePosition, 2, 2, 2, RED);
- DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
+ DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+ DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
- DrawGrid(10.0, 1.0);
+ DrawGrid(10, 1.0f);
End3dMode();
diff --git a/examples/models_billboard.c b/examples/models_billboard.c
index e5f6489f..bac42d35 100644
--- a/examples/models_billboard.c
+++ b/examples/models_billboard.c
@@ -21,10 +21,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
- Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
- Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard
+ Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@@ -49,9 +49,9 @@ int main()
Begin3dMode(camera);
- DrawGrid(10.0, 1.0); // Draw a grid
-
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
+
+ DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
diff --git a/examples/models_box_collisions.c b/examples/models_box_collisions.c
index 18fca091..3751041f 100644
--- a/examples/models_box_collisions.c
+++ b/examples/models_box_collisions.c
@@ -21,16 +21,16 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
- Vector3 playerPosition = { 0, 1, 2 };
- Vector3 playerSize = { 1, 2, 1 };
+ Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
+ Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
Color playerColor = GREEN;
- Vector3 enemyBoxPos = { -4, 1, 0 };
- Vector3 enemyBoxSize = { 2, 2, 2 };
+ Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
+ Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
- Vector3 enemySpherePos = { 4, 0, 0 };
+ Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
float enemySphereSize = 1.5f;
bool collision = false;
@@ -98,7 +98,7 @@ int main()
// Draw player
DrawCubeV(playerPosition, playerSize, playerColor);
- DrawGrid(10.0, 1.0); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c
index 98fc54af..e2a902ef 100644
--- a/examples/models_cubicmap.c
+++ b/examples/models_cubicmap.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
- Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@@ -31,7 +31,7 @@ int main()
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
SetModelTexture(&map, texture); // Bind texture to map model
- Vector3 mapPosition = { -16, 0.0, -8 }; // Set model position
+ Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
diff --git a/examples/models_geometric_shapes.c b/examples/models_geometric_shapes.c
index e2d41dcd..9ea5b423 100644
--- a/examples/models_geometric_shapes.c
+++ b/examples/models_geometric_shapes.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -42,21 +42,21 @@ int main()
Begin3dMode(camera);
- DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
- DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
- DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
+ DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
+ DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
+ DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
- DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
- DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
+ DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
+ DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
- DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
- DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
- DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
+ DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
+ DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
+ DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
- DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
- DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
+ DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
+ DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
- DrawGrid(10.0, 1.0); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c
index fec3f5e6..ac578c61 100644
--- a/examples/models_heightmap.c
+++ b/examples/models_heightmap.c
@@ -21,13 +21,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
- Camera camera = {{ 24.0, 18.0, 24.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 24.0f, 18.0f, 24.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, 32); // Load heightmap model
SetModelTexture(&map, texture); // Bind texture to model
- Vector3 mapPosition = { -16, 0.0, -16 }; // Set model position (depends on model scaling!)
+ Vector3 mapPosition = { -16.0f, 0.0f, -16.0f }; // 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 dc302f99..41f4569a 100644
--- a/examples/models_obj_loading.c
+++ b/examples/models_obj_loading.c
@@ -21,12 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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
- Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
+ SetModelTexture(&dwarf, texture); // Bind texture to model
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -49,7 +49,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10.0, 1.0); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo
diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs
index 59eae0a0..b0f930b7 100644
--- a/examples/resources/shaders/base.vs
+++ b/examples/resources/shaders/base.vs
@@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
-uniform mat4 projectionMatrix;
-uniform mat4 modelviewMatrix;
+uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
- gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs
index f9cebe18..2833ce33 100644
--- a/examples/resources/shaders/bloom.fs
+++ b/examples/resources/shaders/bloom.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/examples/resources/shaders/grayscale.fs b/examples/resources/shaders/grayscale.fs
index 38337e00..af50b8c1 100644
--- a/examples/resources/shaders/grayscale.fs
+++ b/examples/resources/shaders/grayscale.fs
@@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
- vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
+ vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
- fragColor = vec4(gray, gray, gray, tintColor.a);
+ fragColor = vec4(gray, gray, gray, fragTintColor.a);
} \ No newline at end of file
diff --git a/examples/resources/shaders/phong.fs b/examples/resources/shaders/phong.fs
index bb8826f4..f79413d9 100644
--- a/examples/resources/shaders/phong.fs
+++ b/examples/resources/shaders/phong.fs
@@ -6,19 +6,19 @@ in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// Light attributes
-uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
-uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
-uniform vec3 light_specularColor = vec3(0, 1, 0);
-uniform float light_intensity = 1;
-uniform float light_specIntensity = 1;
+uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
+uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
+uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
+uniform float light_intensity = 1.0;
+uniform float light_specIntensity = 1.0;
// Material attributes
-uniform vec3 mat_ambientColor = vec3(1, 1, 1);
-uniform vec3 mat_specularColor = vec3(1, 1, 1);
-uniform float mat_glossiness = 50;
+uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
+uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
+uniform float mat_glossiness = 50.0;
// World attributes
uniform vec3 lightPos;
@@ -29,7 +29,7 @@ out vec4 fragColor;
vec3 AmbientLighting()
{
- return mat_ambientColor * light_ambientColor;
+ return (mat_ambientColor*light_ambientColor);
}
vec3 DiffuseLighting(in vec3 N, in vec3 L)
@@ -37,15 +37,15 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L)
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
- return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
+ return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
}
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
- float specular = 0;
+ float specular = 0.0;
// Calculate specular reflection only if the surface is oriented to the light source
- if(dot(N, L) > 0)
+ if (dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
@@ -54,7 +54,7 @@ vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
specular = pow(dot(N, H), 3 + mat_glossiness);
}
- return mat_specularColor * light_specularColor * light_specIntensity * specular;
+ return (mat_specularColor*light_specularColor*light_specIntensity*specular);
}
void main()
diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/phong.vs
index 25163902..ee6d34bf 100644
--- a/examples/resources/shaders/phong.vs
+++ b/examples/resources/shaders/phong.vs
@@ -6,8 +6,7 @@ in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
-uniform mat4 projectionMatrix;
-uniform mat4 modelviewMatrix;
+uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
@@ -21,8 +20,8 @@ void main()
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
- fragNormal = normalize(normalMatrix * vertexNormal);
+ fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
- gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/resources/shaders/shapes_base.vs b/examples/resources/shaders/shapes_base.vs
index 78e543b7..1fd686be 100644
--- a/examples/resources/shaders/shapes_base.vs
+++ b/examples/resources/shaders/shapes_base.vs
@@ -4,16 +4,15 @@ attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
-uniform mat4 projectionMatrix;
-uniform mat4 modelviewMatrix;
+uniform mat4 mvpMatrix;
varying vec2 fragTexCoord;
-varying vec4 fragColor;
+varying vec4 fragTintColor;
void main()
{
fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
+ fragTintColor = vertexColor;
- gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/resources/shaders/shapes_grayscale.fs b/examples/resources/shaders/shapes_grayscale.fs
index 1b778871..23ba9153 100644
--- a/examples/resources/shaders/shapes_grayscale.fs
+++ b/examples/resources/shaders/shapes_grayscale.fs
@@ -2,11 +2,11 @@
uniform sampler2D texture0;
varying vec2 fragTexCoord;
-varying vec4 fragColor;
+varying vec4 fragTintColor;
void main()
{
- vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
+ vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
diff --git a/examples/resources/shaders/swirl.fs b/examples/resources/shaders/swirl.fs
index ba26cc05..f89ef406 100644
--- a/examples/resources/shaders/swirl.fs
+++ b/examples/resources/shaders/swirl.fs
@@ -5,17 +5,17 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 800; // HARDCODED for example!
-const float renderHeight = 480; // Use uniforms instead...
+const float renderWidth = 800.0; // HARDCODED for example!
+const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
void main (void)
{
diff --git a/examples/lighting_blinn_phong.c b/examples/shaders_basic_lighting.c
index 65dbb4f2..ba779b94 100644
--- a/examples/lighting_blinn_phong.c
+++ b/examples/shaders_basic_lighting.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [lighting] example - Basic Phong lighting
+* raylib [shaders] example - Basic lighting: Blinn-Phong
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -22,14 +22,13 @@ int main()
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
- InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
- SetTargetFPS(60);
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
- Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
// Model initialization
- Vector3 position = { 0.0, 0.0, 0.0 };
+ Vector3 position = { 0.0f, 0.0f, 0.0f };
Model model = LoadModel("resources/model/dwarf.obj");
Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
SetModelShader(&model, shader);
@@ -54,7 +53,7 @@ int main()
Material matBlinn;
// Light initialization
- light.position = (Vector3){ 5.0f, 1.0f, 1.0f };
+ light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
light.intensity = 1.0f;
light.diffuse = WHITE;
@@ -72,6 +71,8 @@ int main()
SetCameraMode(CAMERA_FREE); // Set 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
+
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@@ -79,9 +80,7 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
-
- // Update camera position
- UpdateCamera(&camera);
+ UpdateCamera(&camera); // Update camera position
// Glossiness input control
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
@@ -129,7 +128,9 @@ int main()
Begin3dMode(camera);
DrawModel(model, position, 4.0f, matBlinn.diffuse);
- DrawSphere(light.position, 1.0f, YELLOW);
+ DrawSphere(light.position, 0.5f, GOLD);
+
+ DrawGrid(20, 1.0f);
End3dMode();
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c
index 59350d35..0377cfff 100644
--- a/examples/shaders_custom_uniform.c
+++ b/examples/shaders_custom_uniform.c
@@ -30,13 +30,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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
- Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/swirl.fs"); // Load postpro shader
@@ -45,7 +45,7 @@ int main()
// NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlCenterLoc = GetShaderLocation(shader, "center");
- float swirlCenter[2] = { screenWidth/2, screenHeight/2 };
+ float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
SetPostproShader(shader); // Set fullscreen postprocessing shader
@@ -83,7 +83,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10.0, 1.0); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c
index 8ea390e5..5d8c3711 100644
--- a/examples/shaders_model_shader.c
+++ b/examples/shaders_model_shader.c
@@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
@@ -40,7 +40,7 @@ int main()
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
SetModelTexture(&dwarf, texture); // Bind texture to model
- Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
@@ -68,7 +68,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10.0, 1.0); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c
index 5d7c1f61..0f851658 100644
--- a/examples/shaders_postprocessing.c
+++ b/examples/shaders_postprocessing.c
@@ -30,13 +30,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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
- Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/bloom.fs"); // Load postpro shader
@@ -69,7 +69,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10.0, 1.0); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
diff --git a/examples/shapes_basic_shapes.c b/examples/shapes_basic_shapes.c
index 4b14af89..6b2719fc 100644
--- a/examples/shapes_basic_shapes.c
+++ b/examples/shapes_basic_shapes.c
@@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
+
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/shapes_colors_palette.c b/examples/shapes_colors_palette.c
index 3e161114..dcab862e 100644
--- a/examples/shapes_colors_palette.c
+++ b/examples/shapes_colors_palette.c
@@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
+
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/shapes_logo_raylib.c b/examples/shapes_logo_raylib.c
index 3dd8fbf3..be94988c 100644
--- a/examples/shapes_logo_raylib.c
+++ b/examples/shapes_logo_raylib.c
@@ -19,6 +19,8 @@ int main()
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
+
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
diff --git a/examples/shapes_logo_raylib_anim.c b/examples/shapes_logo_raylib_anim.c
index d0831378..b1bdc3a8 100644
--- a/examples/shapes_logo_raylib_anim.c
+++ b/examples/shapes_logo_raylib_anim.c
@@ -35,9 +35,7 @@ int main()
char raylib[8] = " \0"; // raylib text array, max 8 letters
int state = 0; // Tracking animation states (State Machine)
-
- float alpha = 1.0; // Useful for fading
-
+ float alpha = 1.0f; // Useful for fading
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
diff --git a/examples/textures_logo_raylib.c b/examples/textures_logo_raylib.c
index 2ebf0867..f2f93128 100644
--- a/examples/textures_logo_raylib.c
+++ b/examples/textures_logo_raylib.c
@@ -38,8 +38,7 @@ int main()
ClearBackground(RAYWHITE);
- DrawTexture(texture, screenWidth/2 - texture.width/2,
- screenHeight/2 - texture.height/2, WHITE);
+ DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);
diff --git a/examples/textures_particles_trail_blending.c b/examples/textures_particles_trail_blending.c
index da01f863..76cd0423 100644
--- a/examples/textures_particles_trail_blending.c
+++ b/examples/textures_particles_trail_blending.c
@@ -41,12 +41,12 @@ int main()
mouseTail[i].position = (Vector2){ 0, 0 };
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
mouseTail[i].alpha = 1.0f;
- mouseTail[i].size = (float)GetRandomValue(1, 30)/20;
+ mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
mouseTail[i].rotation = GetRandomValue(0, 360);
mouseTail[i].active = false;
}
- float gravity = 3;
+ float gravity = 3.0f;
Texture2D smoke = LoadTexture("resources/smoke.png");
@@ -85,7 +85,7 @@ int main()
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
- mouseTail[i].rotation += 5;
+ mouseTail[i].rotation += 5.0f;
}
}
diff --git a/examples/textures_rectangle.c b/examples/textures_rectangle.c
index bf52bb18..cca5b216 100644
--- a/examples/textures_rectangle.c
+++ b/examples/textures_rectangle.c
@@ -23,7 +23,7 @@ int main()
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
- Vector2 position = { 350, 240 };
+ Vector2 position = { 350.0f, 240.0f };
Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
int currentFrame = 0;
//--------------------------------------------------------------------------------------