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REVIEWED: Examples compilation

Ray %!s(int64=4) %!d(string=hai) anos
pai
achega
3d33c559e7

+ 1 - 1
examples/core/core_window_letterbox.c

@@ -43,7 +43,7 @@ int main(void)
 
     // Render texture initialization, used to hold the rendering result so we can easily resize it
     RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
-    SetTextureFilter(target.texture, FILTER_BILINEAR);  // Texture scale filter to use
+    SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);  // Texture scale filter to use
 
     Color colors[10] = { 0 };
     for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };

+ 1 - 1
examples/models/models_animation.c

@@ -41,7 +41,7 @@ int main(void)
 
     Model model = LoadModel("resources/guy/guy.iqm");               // Load the animated model mesh and basic data
     Texture2D texture = LoadTexture("resources/guy/guytex.png");    // Load model texture and set material
-    SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture);  // Set model material map texture
+    SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture);  // Set model material map texture
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
 

+ 5 - 5
examples/models/models_material_pbr.c

@@ -162,11 +162,11 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
 
     // Set textures filtering for better quality
-    SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
-    SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
-    SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
-    SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
-    SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
+    SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, TEXTURE_FILTER_BILINEAR);
+    SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_BILINEAR);
+    SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, TEXTURE_FILTER_BILINEAR);
+    SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, TEXTURE_FILTER_BILINEAR);
+    SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, TEXTURE_FILTER_BILINEAR);
 
     // Enable sample usage in shader for assigned textures
     SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);

+ 1 - 1
examples/text/text_font_sdf.c

@@ -64,7 +64,7 @@ int main(void)
 
     // Load SDF required shader (we use default vertex shader)
     Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
-    SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
+    SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR);    // Required for SDF font
 
     Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
     Vector2 textSize = { 0.0f, 0.0f };