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Updated examples for next raylib version

raysan5 10 lat temu
rodzic
commit
067b884f39

+ 4 - 4
examples/models_cubicmap.c

@@ -23,13 +23,13 @@ int main()
     // Define the camera to look into our 3d world
     Camera camera = {{ 7.0, 7.0, 7.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
 
-    Image img = LoadImage("resources/cubicmap.png");        // Load cubesmap image (RAM)
-    Texture2D texture = LoadTextureFromImage(img, false);   // Convert image to texture (VRAM)
-    Model map = LoadCubicmap(img);                          // Load cubicmap model
+    Image image = LoadImage("resources/cubicmap.png");      // Load cubesmap image (RAM)
+    Texture2D texture = LoadTextureFromImage(image);        // Convert image to texture (VRAM)
+    Model map = LoadCubicmap(image);                        // Load cubicmap model (generate model from image)
     SetModelTexture(&map, texture);                         // Bind texture to model
     Vector3 mapPosition = { -1, 0.0, -1 };                  // Set model position
 
-    UnloadImage(img);       // Unload cubesmap image from RAM, already uploaded to VRAM
+    UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM
 
     SetTargetFPS(60);       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 4 - 4
examples/models_heightmap.c

@@ -23,13 +23,13 @@ int main()
     // Define the camera to look into our 3d world
     Camera camera = {{ 10.0, 12.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
 
-    Image img = LoadImage("resources/heightmap.png");       // Load heightmap image (RAM)
-    Texture2D texture = LoadTextureFromImage(img, false);   // Convert image to texture (VRAM)
-    Model map = LoadHeightmap(img, 4);                      // Load heightmap model
+    Image image = LoadImage("resources/heightmap.png");     // Load heightmap image (RAM)
+    Texture2D texture = LoadTextureFromImage(image);        // Convert image to texture (VRAM)
+    Model map = LoadHeightmap(image, 4);                    // Load heightmap model
     SetModelTexture(&map, texture);                         // Bind texture to model
     Vector3 mapPosition = { -4, 0.0, -4 };                  // Set model position
 
-    UnloadImage(img);       // Unload heightmap image from RAM, already uploaded to VRAM
+    UnloadImage(image);       // Unload heightmap image from RAM, already uploaded to VRAM
 
     SetTargetFPS(60);       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 1 - 2
examples/models_planes.c

@@ -42,8 +42,7 @@ int main()
 
             Begin3dMode(camera);
 
-                DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 4, 4 }, (Vector3){ 0, 45, 0 }, RED);
-                //DrawPlaneEx((Vector3){ 0, 8, 0 }, (Vector2){ 2, 1 }, (Vector3){ 0, 0, 0 }, 4, 4, SKYBLUE);
+                DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 4, 4 }, RED);    // Draw a plane XZ
 
                 DrawGrid(10.0, 1.0);
 

+ 2 - 2
examples/textures_compressed_dds.c

@@ -24,8 +24,8 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - DDS texture loading and drawing");
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-    //Texture2D texture = LoadTexture("resources/raylib_logo.dds");             // Texture loading (compressed)
-    Texture2D texture = LoadTexture("resources/raylib_logo_uncompressed.dds");  // Texture loading (uncompressed)
+    
+    Texture2D texture = LoadTexture("resources/raylib_logo.dds");             // Texture loading (compressed)
 
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
     //---------------------------------------------------------------------------------------

+ 3 - 3
examples/textures_image_loading.c

@@ -24,10 +24,10 @@ int main()
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
 
-    Image img = LoadImage("resources/raylib_logo.png");     // Loaded in CPU memory (RAM)
-    Texture2D texture = LoadTextureFromImage(img, false);   // Image converted to texture, GPU memory (VRAM)
+    Image image = LoadImage("resources/raylib_logo.png");     // Loaded in CPU memory (RAM)
+    Texture2D texture = LoadTextureFromImage(image);   // Image converted to texture, GPU memory (VRAM)
 
-    UnloadImage(img);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
+    UnloadImage(image);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
     //---------------------------------------------------------------------------------------
 
     // Main game loop

+ 2 - 2
examples/textures_mipmaps.c

@@ -24,10 +24,10 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture mipmaps generation");
 
     // NOTE: To generate mipmaps for an image, image must be loaded first and converted to texture
-    // with mipmaps option set to true on CreateTexture()
 
     Image image = LoadImage("resources/raylib_logo.png");   // Load image to CPU memory (RAM)
-    Texture2D texture = LoadTextureFromImage(image, true);  // Create texture and generate mipmaps
+    Texture2D texture = LoadTextureFromImage(image);        // Load texture into GPU memory (VRAM)
+    GenTextureMipmaps(texture);                             // Generate mipmaps for texture
 
     UnloadImage(image);     // Once texture has been created, we can unload image data from RAM
     //--------------------------------------------------------------------------------------