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| author | victorfisac <victorfisac@gmail.com> | 2016-05-29 22:24:01 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-29 22:24:01 +0200 |
| commit | 26833f5aae470f480be8c2582274699f6eac8824 (patch) | |
| tree | 293f5c6132973e211c0cdefc006097b67a02774d /examples | |
| parent | dcd6942ed1ab703625f5c7072cbcfd823c681db7 (diff) | |
| parent | ea5b00528b0cb1e5cc1e7169a195b75915c8607a (diff) | |
| download | raylib-26833f5aae470f480be8c2582274699f6eac8824.tar.gz raylib-26833f5aae470f480be8c2582274699f6eac8824.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/shaders_custom_uniform.c | 2 | ||||
| -rw-r--r-- | examples/shaders_standard_lighting.c | 11 |
2 files changed, 7 insertions, 6 deletions
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index 32dd7ff1..74077143 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -89,6 +89,8 @@ int main() DrawGrid(10, 1.0f); // Draw a grid End3dMode(); + + DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED); EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c index 7a9cc086..2dde7193 100644 --- a/examples/shaders_standard_lighting.c +++ b/examples/shaders_standard_lighting.c @@ -17,7 +17,6 @@ ********************************************************************************************/ #include "raylib.h" -#include "raymath.h" int main() { @@ -35,27 +34,27 @@ int main() Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model - Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture Material material = LoadStandardMaterial(); - material.texDiffuse = texDiffuse; + material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture material.colDiffuse = (Color){255, 255, 255, 255}; material.colAmbient = (Color){0, 0, 10, 255}; material.colSpecular = (Color){255, 255, 255, 255}; material.glossiness = 50.0f; - dwarf.material = material; // Apply material to model + dwarf.material = material; // Apply material to model + Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; spotLight->intensity = 2.0f; spotLight->diffuse = (Color){255, 100, 100, 255}; spotLight->coneAngle = 60.0f; - + Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}); dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}; dirLight->intensity = 2.0f; dirLight->diffuse = (Color){100, 255, 100, 255}; - + Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); pointLight->intensity = 2.0f; pointLight->diffuse = (Color){100, 100, 255, 255}; |
