Ver Fonte

Updated examples to make them clearer

raysan5 há 9 anos atrás
pai
commit
15cd4dce4e

+ 1 - 1
examples/core_3d_camera_first_person.c

@@ -22,7 +22,7 @@ int main()
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
     
-    // Define the camera to look into our 3d world
+    // Define the camera to look into our 3d world (position, target, up vector)
     Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     // Generates some random columns

+ 4 - 4
examples/core_3d_camera_free.c

@@ -22,10 +22,10 @@ int main()
 
     // Define the camera to look into our 3d world
     Camera camera;
-    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
-    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
-    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
-
+    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };  // Camera position
+    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)
+    
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     
     SetCameraMode(CAMERA_FREE);         // Set a free camera mode

+ 3 - 3
examples/core_3d_mode.c

@@ -22,9 +22,9 @@ int main()
 
     // Define the camera to look into our 3d world
     Camera camera;
-    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
-    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
-    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };  // Camera position
+    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)
 
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
 

+ 4 - 1
examples/core_3d_picking.c

@@ -21,7 +21,10 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+    Camera camera;
+    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };  // Camera position
+    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)
 
     Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
     Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };

+ 4 - 0
examples/textures_srcrec_dstrec.c

@@ -55,6 +55,10 @@ int main()
             ClearBackground(RAYWHITE);
 
             // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
+            // sourceRec defines the part of the texture we use for drawing
+            // destRec defines the rectangle where our texture part will fit (scaling it to fit)
+            // origin defines the point of the texture used as reference for rotation and scaling
+            // rotation defines the texture rotation (using origin as rotation point)
             DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
 
             DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);