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RENAMED: camera.type -> camera.projection

Ray 4 年之前
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+ 1 - 1
examples/models/models_rlgl_solar_system.c

@@ -43,7 +43,7 @@ int main(void)
     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
-    camera.type = CAMERA_PERSPECTIVE;
+    camera.projection = CAMERA_PERSPECTIVE;
 
     SetCameraMode(camera, CAMERA_FREE);
 

+ 1 - 1
examples/models/models_waving_cubes.c

@@ -30,7 +30,7 @@ int main()
     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 70.0f;
-    camera.type = CAMERA_PERSPECTIVE;
+    camera.projection = CAMERA_PERSPECTIVE;
 
     // Specify the amount of blocks in each direction
     const int numBlocks = 15;

+ 1 - 1
examples/shaders/shaders_basic_lighting.c

@@ -54,7 +54,7 @@ int main(void)
     camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 45.0f;                                // Camera field-of-view Y
-    camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
+    camera.projection = CAMERA_PERSPECTIVE;                   // Camera mode type
 
     // Load models
     Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));

+ 1 - 1
examples/shaders/shaders_custom_uniform.c

@@ -41,7 +41,7 @@ int main(void)
     camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
-    camera.type = CAMERA_PERSPECTIVE;
+    camera.projection = CAMERA_PERSPECTIVE;
 
     Model model = LoadModel("resources/models/barracks.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png");   // Load model texture (diffuse map)

+ 1 - 1
examples/shaders/shaders_model_shader.c

@@ -41,7 +41,7 @@ int main(void)
     camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
-    camera.type = CAMERA_PERSPECTIVE;
+    camera.projection = CAMERA_PERSPECTIVE;
 
     Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture

+ 1 - 1
examples/shaders/shaders_rlgl_mesh_instanced.c

@@ -44,7 +44,7 @@ int main(void)
     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
-    camera.type = CAMERA_PERSPECTIVE;
+    camera.projection = CAMERA_PERSPECTIVE;
 
     const int count = 10000;                                 // Number of instances to display 
     Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);

+ 1 - 1
examples/shaders/shaders_simple_mask.c

@@ -42,7 +42,7 @@ int main(void)
     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
-    camera.type = CAMERA_PERSPECTIVE;
+    camera.projection = CAMERA_PERSPECTIVE;
 
     // Define our three models to show the shader on
     Mesh torus = GenMeshTorus(.3, 1, 16, 32);