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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
 ---------
 
-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: Current Release includes all previous updates.
 
 -----------------------------------------------
-Release:     raylib 1.5.0 (23 June 2016)
+Release:     raylib 1.5.0 (xx June 2016)
 -----------------------------------------------
 NOTE: 
   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.
 
 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] 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
@@ -65,6 +65,7 @@ other changes:
 [models] Updated BoundingBox collision detections
 [models] Added color parameter to DrawBoundigBox()
 [models] Removed function: DrawQuad()
+[models] Removed function: SetModelTexture()
 [models] Redesigned DrawPlane() to use RL_TRIANGLES
 [models] Redesigned DrawRectangleV() to use RL_TRIANGLES
 [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
     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
 

+ 1 - 1
examples/models_heightmap.c

@@ -26,7 +26,7 @@ int main()
     Image image = LoadImage("resources/heightmap.png");         // Load heightmap image (RAM)
     Texture2D texture = LoadTextureFromImage(image);            // Convert image to texture (VRAM)
     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!)
 
     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
     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
 
     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
     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
     

+ 1 - 1
examples/shaders_postprocessing.c

@@ -34,7 +34,7 @@ int main()
     
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     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
     

+ 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 }};
 
     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
     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);
 }
 
-// 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
 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 LoadCubicmap(Image cubicmap);                             // Load a map image as a 3d model (cubes based)
 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 LoadDefaultMaterial(void);                             // Load default material (uses default models shader)