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Removed function SetModelTexture()

It's more educational to go through new material system, so, I decide to
remove this function to avoid students confusion...
raysan5 9 years ago
parent
commit
5f7ac64c44

+ 4 - 3
CHANGELOG

@@ -1,20 +1,20 @@
 changelog
 changelog
 ---------
 ---------
 
 
-Current Release:    raylib 1.5.0 (23 June 2016)
+Current Release:    raylib 1.5.0 (xx June 2016)
 
 
 NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
 NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
 NOTE: Current Release includes all previous updates.
 NOTE: Current Release includes all previous updates.
 
 
 -----------------------------------------------
 -----------------------------------------------
-Release:     raylib 1.5.0 (23 June 2016)
+Release:     raylib 1.5.0 (xx June 2016)
 -----------------------------------------------
 -----------------------------------------------
 NOTE: 
 NOTE: 
   Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned, 
   Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned, 
   lots of bugs have been solved and some **AMAZING** new features have been added.
   lots of bugs have been solved and some **AMAZING** new features have been added.
 
 
 HUGE changes:
 HUGE changes:
-[core] OCULUS RIFT CV1: Added support for VR witha bunch of Oculus-specific functions to init/close device and Oculus rendering.
+[rlgl] OCULUS RIFT CV1: Added support for VR witha bunch of Oculus-specific functions to init/close device and Oculus rendering.
 [rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
 [rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
 [rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot
 [rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot
 [physac] REDESIGNED: Improved performance and simplified usage, physic objects are managed internally
 [physac] REDESIGNED: Improved performance and simplified usage, physic objects are managed internally
@@ -65,6 +65,7 @@ other changes:
 [models] Updated BoundingBox collision detections
 [models] Updated BoundingBox collision detections
 [models] Added color parameter to DrawBoundigBox()
 [models] Added color parameter to DrawBoundigBox()
 [models] Removed function: DrawQuad()
 [models] Removed function: DrawQuad()
+[models] Removed function: SetModelTexture()
 [models] Redesigned DrawPlane() to use RL_TRIANGLES
 [models] Redesigned DrawPlane() to use RL_TRIANGLES
 [models] Redesigned DrawRectangleV() to use RL_TRIANGLES
 [models] Redesigned DrawRectangleV() to use RL_TRIANGLES
 [models] Redesign to accomodate new materials system: LoadMaterial()
 [models] Redesign to accomodate new materials system: LoadMaterial()

+ 1 - 1
examples/models_cubicmap.c

@@ -29,7 +29,7 @@ int main()
     
     
     // NOTE: By default each cube is mapped to one part of texture atlas
     // NOTE: By default each cube is mapped to one part of texture atlas
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
-    SetModelTexture(&map, texture);                         // Bind texture to map model
+    map.material.texDiffuse = texture;                      // Set map diffuse texture
     
     
     Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };          // Set model position
     Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };          // Set model position
 
 

+ 1 - 1
examples/models_heightmap.c

@@ -26,7 +26,7 @@ int main()
     Image image = LoadImage("resources/heightmap.png");         // Load heightmap image (RAM)
     Image image = LoadImage("resources/heightmap.png");         // Load heightmap image (RAM)
     Texture2D texture = LoadTextureFromImage(image);            // Convert image to texture (VRAM)
     Texture2D texture = LoadTextureFromImage(image);            // Convert image to texture (VRAM)
     Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 });   // Load heightmap model with defined size
     Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 });   // Load heightmap model with defined size
-    SetModelTexture(&map, texture);                             // Bind texture to model
+    map.material.texDiffuse = texture;                          // Set map diffuse texture
     Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };               // Set model position (depends on model scaling!)
     Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };               // Set model position (depends on model scaling!)
 
 
     UnloadImage(image);                 // Unload heightmap image from RAM, already uploaded to VRAM
     UnloadImage(image);                 // Unload heightmap image from RAM, already uploaded to VRAM

+ 1 - 1
examples/models_obj_loading.c

@@ -25,7 +25,7 @@ int main()
 
 
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
-    SetModelTexture(&dwarf, texture);                                       // Bind texture to model
+    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
 
 
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second

+ 1 - 1
examples/shaders_custom_uniform.c

@@ -34,7 +34,7 @@ int main()
 
 
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
-    SetModelTexture(&dwarf, texture);                                       // Bind texture to model
+    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
 
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     
     

+ 1 - 1
examples/shaders_postprocessing.c

@@ -34,7 +34,7 @@ int main()
     
     
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
-    SetModelTexture(&dwarf, texture);                                       // Bind texture to model
+    dwarf.material.texDiffuse = texture;                                    // Set dwarf model diffuse texture
 
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     
     

+ 2 - 2
games/raylib_demo/raylib_demo.c

@@ -202,8 +202,8 @@ int main()
     camera = (Camera){{ 0.0, 12.0, 15.0 }, { 0.0, 3.0, 0.0 }, { 0.0, 1.0, 0.0 }};
     camera = (Camera){{ 0.0, 12.0, 15.0 }, { 0.0, 3.0, 0.0 }, { 0.0, 1.0, 0.0 }};
 
 
     catTexture = LoadTexture("resources/catsham.png");   // Load model texture
     catTexture = LoadTexture("resources/catsham.png");   // Load model texture
-    cat = LoadModel("resources/cat.obj");                 // Load OBJ model
-    SetModelTexture(&cat, catTexture);
+    cat = LoadModel("resources/cat.obj");                // Load OBJ model
+    cat.material.texDiffuse = texture;                   // Set cat model diffuse texture
     
     
     fxWav = LoadSound("resources/audio/weird.wav");         // Load WAV audio file
     fxWav = LoadSound("resources/audio/weird.wav");         // Load WAV audio file
     fxOgg = LoadSound("resources/audio/tanatana.ogg");      // Load OGG audio file
     fxOgg = LoadSound("resources/audio/tanatana.ogg");      // Load OGG audio file

+ 0 - 7
src/models.c

@@ -808,13 +808,6 @@ void UnloadMaterial(Material material)
     rlDeleteTextures(material.texSpecular.id);
     rlDeleteTextures(material.texSpecular.id);
 }
 }
 
 
-// Link a texture to a model
-void SetModelTexture(Model *model, Texture2D texture)
-{
-    if (texture.id <= 0) model->material.texDiffuse = GetDefaultTexture();  // Use default white texture
-    else model->material.texDiffuse = texture;
-}
-
 // Generate a mesh from heightmap
 // Generate a mesh from heightmap
 static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
 static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
 {
 {

+ 0 - 1
src/raylib.h

@@ -795,7 +795,6 @@ Model LoadModelFromRES(const char *rresName, int resId);        // Load a 3d mod
 Model LoadHeightmap(Image heightmap, Vector3 size);             // Load a heightmap image as a 3d model
 Model LoadHeightmap(Image heightmap, Vector3 size);             // Load a heightmap image as a 3d model
 Model LoadCubicmap(Image cubicmap);                             // Load a map image as a 3d model (cubes based)
 Model LoadCubicmap(Image cubicmap);                             // Load a map image as a 3d model (cubes based)
 void UnloadModel(Model model);                                  // Unload 3d model from memory
 void UnloadModel(Model model);                                  // Unload 3d model from memory
-void SetModelTexture(Model *model, Texture2D texture);          // Link a texture to a model
 
 
 Material LoadMaterial(const char *fileName);                    // Load material data (from file)
 Material LoadMaterial(const char *fileName);                    // Load material data (from file)
 Material LoadDefaultMaterial(void);                             // Load default material (uses default models shader)
 Material LoadDefaultMaterial(void);                             // Load default material (uses default models shader)