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Corrected some issues

raysan5 8 年之前
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e893f3629e
共有 3 個文件被更改,包括 8 次插入8 次删除
  1. 1 1
      examples/models/models_cubicmap.c
  2. 3 3
      src/models.c
  3. 4 4
      src/rlgl.c

+ 1 - 1
examples/models/models_cubicmap.c

@@ -26,7 +26,7 @@ int main()
     Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
     Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)
     
-    Mesh mesh = GenMeshCubicmap(image, VectorOne());
+    Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
     Model model = LoadModelFromMesh(mesh, false);
     
     // NOTE: By default each cube is mapped to one part of texture atlas

+ 3 - 3
src/models.c

@@ -627,10 +627,10 @@ Mesh LoadMesh(const char *fileName)
 #if defined(SUPPORT_FILEFORMAT_OBJ)
     if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName);
 #else
-    TraceLog(WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
+    TraceLog(LOG_WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
 #endif
 
-    if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded");
+    if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
     else rlLoadMesh(&mesh, false);  // Upload vertex data to GPU (static mesh)
 
     // TODO: Initialize default mesh data in case loading fails, maybe a cube?
@@ -1269,7 +1269,7 @@ Material LoadMaterial(const char *fileName)
 #if defined(SUPPORT_FILEFORMAT_MTL)
     if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
 #else
-    TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
+    TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
 #endif
 
     return material;

+ 4 - 4
src/rlgl.c

@@ -338,7 +338,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
 
 static Shader LoadShaderDefault(void);      // Load default shader (just vertex positioning and texture coloring)
 static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnLoadShaderDefault(void);      // Unload default shader
+static void UnloadShaderDefault(void);      // Unload default shader
 
 static void LoadDefaultBuffers(void);       // Load default internal buffers (lines, triangles, quads)
 static void UpdateDefaultBuffers(void);     // Update default internal buffers (VAOs/VBOs) with vertex data
@@ -1532,7 +1532,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v
         case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
         case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
         case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        default: TraceLog(WARNING, "Texture format updating not supported"); break;
+        default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
     }
 #elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
     // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
@@ -1545,7 +1545,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v
         case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
         case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
         case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
-        default: TraceLog(WARNING, "Texture format updating not supported"); break;
+        default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
     }
 #endif
 }
@@ -3454,7 +3454,7 @@ static Shader LoadShaderDefault(void)
         shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
         shader.locs[LOC_TEXMAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
     }
-    else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
+    else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
 
     return shader;
 }