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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 /examples
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...
Diffstat (limited to 'examples')
-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
5 files changed, 5 insertions, 5 deletions
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