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-rw-r--r--examples/core/core_3d_camera_free.c1
-rw-r--r--examples/core/core_3d_mode.c1
-rw-r--r--examples/core/core_3d_picking.c1
-rw-r--r--examples/core/core_input_keys.c8
-rw-r--r--examples/models/models_mesh_picking.c1
-rw-r--r--examples/models/models_obj_loading.c10
6 files changed, 13 insertions, 9 deletions
diff --git a/examples/core/core_3d_camera_free.c b/examples/core/core_3d_camera_free.c
index 81f04c13..9131ddf8 100644
--- a/examples/core/core_3d_camera_free.c
+++ b/examples/core/core_3d_camera_free.c
@@ -26,6 +26,7 @@ int main()
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
diff --git a/examples/core/core_3d_mode.c b/examples/core/core_3d_mode.c
index 705bcb7a..39c0752a 100644
--- a/examples/core/core_3d_mode.c
+++ b/examples/core/core_3d_mode.c
@@ -26,6 +26,7 @@ int main()
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c
index cd390d91..1c63e2a7 100644
--- a/examples/core/core_3d_picking.c
+++ b/examples/core/core_3d_picking.c
@@ -26,6 +26,7 @@ int main()
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
diff --git a/examples/core/core_input_keys.c b/examples/core/core_input_keys.c
index b2305246..69384fd9 100644
--- a/examples/core/core_input_keys.c
+++ b/examples/core/core_input_keys.c
@@ -30,10 +30,10 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
- 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;
+ if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
+ if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
+ if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
+ if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c
index 17b8812d..56b9397a 100644
--- a/examples/models/models_mesh_picking.c
+++ b/examples/models/models_mesh_picking.c
@@ -30,6 +30,7 @@ int main()
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Ray ray; // Picking ray
diff --git a/examples/models/models_obj_loading.c b/examples/models/models_obj_loading.c
index 4e9b2986..45eb3e98 100644
--- a/examples/models/models_obj_loading.c
+++ b/examples/models/models_obj_loading.c
@@ -22,11 +22,11 @@ int main()
// Define the camera to look into our 3d world
Camera camera = { 0 };
- camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
- camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
+ camera.position = (Vector3){ 3.0f, 3.0f, 3.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture