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@@ -5,14 +5,14 @@
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* Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
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* where the texture coodinates of each quad map to the texture coordinates of the glyphs
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* inside the font texture.
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-* A more efficient approach, i believe, would be to render the text in a render texture and
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-* map that texture to a plane and render that, or maybe a shader but my method allows more
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-* flexibility...for example to change position of each letter individually to make somethink
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-* like a wavy text effect.
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-*
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-* Special thanks to:
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-* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
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-* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
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+* A more efficient approach, i believe, would be to render the text in a render texture and
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+* map that texture to a plane and render that, or maybe a shader but my method allows more
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+* flexibility...for example to change position of each letter individually to make somethink
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+* like a wavy text effect.
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+*
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+* Special thanks to:
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+* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
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+* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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@@ -196,7 +196,7 @@ int main(void)
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(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
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if (collision.hit)
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{
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- // Generate new random colors
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+ // Generate new random colors
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light = GenerateRandomColor(0.5f, 0.78f);
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dark = GenerateRandomColor(0.4f, 0.58f);
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}
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