Browse Source

REXM: Updated examples after some renames

Ray 6 days ago
parent
commit
ef0dd5f774

+ 4 - 4
examples/Makefile

@@ -538,12 +538,11 @@ CORE = \
 SHAPES = \
     shapes/shapes_basic_shapes \
     shapes/shapes_bouncing_ball \
+    shapes/shapes_circle_sector_drawing \
     shapes/shapes_collision_area \
     shapes/shapes_colors_palette \
     shapes/shapes_digital_clock \
     shapes/shapes_double_pendulum \
-    shapes/shapes_circle_sector_drawing \
-    shapes/shapes_rounded_rectangle_drawing \
     shapes/shapes_easings_ball \
     shapes/shapes_easings_box \
     shapes/shapes_easings_rectangles \
@@ -554,6 +553,7 @@ SHAPES = \
     shapes/shapes_rectangle_advanced \
     shapes/shapes_rectangle_scaling \
     shapes/shapes_ring_drawing \
+    shapes/shapes_rounded_rectangle_drawing \
     shapes/shapes_splines_drawing \
     shapes/shapes_top_down_lights
 
@@ -606,7 +606,6 @@ MODELS = \
     models/models_bone_socket \
     models/models_box_collisions \
     models/models_cubicmap_rendering \
-    models/models_textured_cube \
     models/models_first_person_maze \
     models/models_geometric_shapes \
     models/models_gpu_skinning \
@@ -622,6 +621,7 @@ MODELS = \
     models/models_rlgl_solar_system \
     models/models_skybox_rendering \
     models/models_tesseract_view \
+    models/models_textured_cube \
     models/models_waving_cubes \
     models/models_yaw_pitch_roll
 
@@ -630,6 +630,7 @@ SHADERS = \
     shaders/shaders_basic_pbr \
     shaders/shaders_custom_uniform \
     shaders/shaders_deferred_rendering \
+    shaders/shaders_depth_rendering \
     shaders/shaders_eratosthenes_sieve \
     shaders/shaders_fog_rendering \
     shaders/shaders_hot_reloading \
@@ -653,7 +654,6 @@ SHADERS = \
     shaders/shaders_texture_tiling \
     shaders/shaders_texture_waves \
     shaders/shaders_vertex_displacement \
-    shaders/shaders_depth_rendering \
     shaders/shaders_write_depth
 
 AUDIO = \

+ 19 - 19
examples/Makefile.Web

@@ -538,12 +538,11 @@ CORE = \
 SHAPES = \
     shapes/shapes_basic_shapes \
     shapes/shapes_bouncing_ball \
+    shapes/shapes_circle_sector_drawing \
     shapes/shapes_collision_area \
     shapes/shapes_colors_palette \
     shapes/shapes_digital_clock \
     shapes/shapes_double_pendulum \
-    shapes/shapes_circle_sector_drawing \
-    shapes/shapes_rounded_rectangle_drawing \
     shapes/shapes_easings_ball \
     shapes/shapes_easings_box \
     shapes/shapes_easings_rectangles \
@@ -554,6 +553,7 @@ SHAPES = \
     shapes/shapes_rectangle_advanced \
     shapes/shapes_rectangle_scaling \
     shapes/shapes_ring_drawing \
+    shapes/shapes_rounded_rectangle_drawing \
     shapes/shapes_splines_drawing \
     shapes/shapes_top_down_lights
 
@@ -606,7 +606,6 @@ MODELS = \
     models/models_bone_socket \
     models/models_box_collisions \
     models/models_cubicmap_rendering \
-    models/models_textured_cube \
     models/models_first_person_maze \
     models/models_geometric_shapes \
     models/models_gpu_skinning \
@@ -622,6 +621,7 @@ MODELS = \
     models/models_rlgl_solar_system \
     models/models_skybox_rendering \
     models/models_tesseract_view \
+    models/models_textured_cube \
     models/models_waving_cubes \
     models/models_yaw_pitch_roll
 
@@ -630,6 +630,7 @@ SHADERS = \
     shaders/shaders_basic_pbr \
     shaders/shaders_custom_uniform \
     shaders/shaders_deferred_rendering \
+    shaders/shaders_depth_rendering \
     shaders/shaders_eratosthenes_sieve \
     shaders/shaders_fog_rendering \
     shaders/shaders_hot_reloading \
@@ -653,7 +654,6 @@ SHADERS = \
     shaders/shaders_texture_tiling \
     shaders/shaders_texture_waves \
     shaders/shaders_vertex_displacement \
-    shaders/shaders_depth_rendering \
     shaders/shaders_write_depth
 
 AUDIO = \
@@ -793,6 +793,9 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
 shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
+shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
 shapes/shapes_collision_area: shapes/shapes_collision_area.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
@@ -805,12 +808,6 @@ shapes/shapes_digital_clock: shapes/shapes_digital_clock.c
 shapes/shapes_double_pendulum: shapes/shapes_double_pendulum.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
-shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-
-shapes/shapes_rounded_rectangle_drawing: shapes/shapes_rounded_rectangle_drawing.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-
 shapes/shapes_easings_ball: shapes/shapes_easings_ball.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
@@ -841,6 +838,9 @@ shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
 shapes/shapes_ring_drawing: shapes/shapes_ring_drawing.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
+shapes/shapes_rounded_rectangle_drawing: shapes/shapes_rounded_rectangle_drawing.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
 shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
@@ -1043,10 +1043,6 @@ models/models_cubicmap_rendering: models/models_cubicmap_rendering.c
     --preload-file models/resources/cubicmap.png@resources/cubicmap.png \
     --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
 
-models/models_textured_cube: models/models_textured_cube.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
-    --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
-
 models/models_first_person_maze: models/models_first_person_maze.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
     --preload-file models/resources/cubicmap.png@resources/cubicmap.png \
@@ -1116,6 +1112,10 @@ models/models_skybox_rendering: models/models_skybox_rendering.c
 models/models_tesseract_view: models/models_tesseract_view.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
+models/models_textured_cube: models/models_textured_cube.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+    --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
+
 models/models_waving_cubes: models/models_waving_cubes.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
 
@@ -1157,6 +1157,10 @@ shaders/shaders_deferred_rendering: shaders/shaders_deferred_rendering.c
     --preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \
     --preload-file shaders/resources/shaders/glsl100/deferred_shading.fs@resources/shaders/glsl100/deferred_shading.fs
 
+shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+    --preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
+
 shaders/shaders_eratosthenes_sieve: shaders/shaders_eratosthenes_sieve.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
     --preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs
@@ -1245,7 +1249,7 @@ shaders/shaders_shadowmap_rendering: shaders/shaders_shadowmap_rendering.c
     --preload-file shaders/resources/shaders/glsl100/shadowmap.vs@resources/shaders/glsl100/shadowmap.vs \
     --preload-file shaders/resources/shaders/glsl100/shadowmap.fs@resources/shaders/glsl100/shadowmap.fs \
     --preload-file shaders/resources/models/robot.glb@resources/models/robot.glb \
-    --preload-file shaders/shaders_shadowmap_rendering.png@shaders_shadowmap_rendering.png
+    --preload-file shaders/shaders_shadowmap.png@shaders_shadowmap.png
 
 shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
@@ -1287,10 +1291,6 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
     --preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
     --preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
 
-shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
-    --preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
-
 shaders/shaders_write_depth: shaders/shaders_write_depth.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
     --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs

+ 2 - 2
examples/models/models_animation_playing.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [models] example - animation
+*   raylib [models] example - animation playing
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -33,7 +33,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [models] example - animation");
+    InitWindow(screenWidth, screenHeight, "raylib [models] example - animation playing");
 
     // Define the camera to look into our 3d world
     Camera camera = { 0 };

+ 2 - 2
examples/models/models_cubicmap_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [models] example - cubicmap
+*   raylib [models] example - cubicmap rendering
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -25,7 +25,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap");
+    InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap rendering");
 
     // Define the camera to look into our 3d world
     Camera camera = { 0 };

+ 2 - 2
examples/models/models_heightmap_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [models] example - heightmap
+*   raylib [models] example - heightmap rendering
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *
@@ -25,7 +25,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap");
+    InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap rendering");
 
     // Define our custom camera to look into our 3d world
     Camera camera = { 0 };

+ 2 - 2
examples/models/models_textured_cube.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [models] example - draw cube texture
+*   raylib [models] example - textured cube
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -33,7 +33,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
+    InitWindow(screenWidth, screenHeight, "raylib [models] example - textured cube");
 
     // Define the camera to look into our 3d world
     Camera camera = { 0 };

+ 2 - 2
examples/shaders/shaders_deferred_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - deferred render
+*   raylib [shaders] example - deferred rendering
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -67,7 +67,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred rendering");
 
     Camera camera = { 0 };
     camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };    // Camera position

+ 2 - 2
examples/shaders/shaders_depth_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - view depth
+*   raylib [shaders] example - depth rendering
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -36,7 +36,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - view depth");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
 
     // Init camera
     Camera camera = { 0 };

+ 2 - 2
examples/shaders/shaders_eratosthenes_sieve.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - eratosthenes
+*   raylib [shaders] example - eratosthenes sieve
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -45,7 +45,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes sieve");
 
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
 

+ 2 - 2
examples/shaders/shaders_hybrid_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - hybrid render
+*   raylib [shaders] example - hybrid rendering
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -55,7 +55,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid render");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid rendering");
 
     // This Shader calculates pixel depth and color using raymarch
     Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));

+ 2 - 2
examples/shaders/shaders_lightmap_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - lightmap
+*   raylib [shaders] example - lightmap rendering
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -46,7 +46,7 @@ int main(void)
     const int screenHeight = 450;
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap rendering");
 
     // Define the camera to look into our 3d world
     Camera camera = { 0 };

+ 2 - 2
examples/shaders/shaders_normalmap_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - normal map
+*   raylib [shaders] example - normalmap rendering
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -39,7 +39,7 @@ int main(void)
     const int screenHeight = 450;
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normal map");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normalmap rendering");
 
     Camera camera = { 0 };
     camera.position = (Vector3){ 0.0f, 2.0f, -4.0f };

+ 2 - 2
examples/shaders/shaders_raymarching_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - raymarching
+*   raylib [shaders] example - raymarching rendering
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -35,7 +35,7 @@ int main(void)
     const int screenHeight = 450;
 
     SetConfigFlags(FLAG_WINDOW_RESIZABLE);
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching rendering");
 
     Camera camera = { 0 };
     camera.position = (Vector3){ 2.5f, 2.5f, 3.0f };    // Camera position

+ 2 - 2
examples/shaders/shaders_spotlight_rendering.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - spotlight
+*   raylib [shaders] example - spotlight rendering
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -81,7 +81,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering");
     HideCursor();
 
     Texture texRay = LoadTexture("resources/raysan.png");

+ 2 - 2
examples/shapes/shapes_circle_sector_drawing.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shapes] example - draw circle sector
+*   raylib [shapes] example - circle sector drawing
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -30,7 +30,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing");
 
     Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
 

+ 2 - 2
examples/shapes/shapes_easings_ball.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shapes] example - easings ball anim
+*   raylib [shapes] example - easings ball
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -27,7 +27,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball");
 
     // Ball variable value to be animated with easings
     int ballPositionX = -100;

+ 2 - 2
examples/shapes/shapes_easings_box.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shapes] example - easings box anim
+*   raylib [shapes] example - easings box
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -27,7 +27,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box");
 
     // Box variables to be animated with easings
     Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 };

+ 2 - 2
examples/shapes/shapes_easings_rectangles.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shapes] example - easings rectangle array
+*   raylib [shapes] example - easings rectangles
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -38,7 +38,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangles");
 
     Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
 

+ 2 - 2
examples/shapes/shapes_rounded_rectangle_drawing.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shapes] example - draw rectangle rounded
+*   raylib [shapes] example - rounded rectangle drawing
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -30,7 +30,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
+    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rounded rectangle drawing");
 
     float roundness = 0.2f;
     float width = 200.0f;

+ 18 - 18
tools/rexm/examples_report.md

@@ -64,12 +64,12 @@ Example elements validated:
 | shapes_lines_bezier              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shapes_collision_area            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shapes_following_eyes            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shapes_easings_ball_anim         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shapes_easings_box_anim          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shapes_easings_rectangle_array   |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shapes_easings_ball              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shapes_easings_box               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shapes_easings_rectangles        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shapes_ring_drawing              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shapes_draw_circle_sector        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shapes_draw_rectangle_rounded    |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shapes_circle_sector_drawing     |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shapes_rounded_rectangle_drawing |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shapes_top_down_lights           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shapes_rectangle_advanced        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shapes_splines_drawing           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
@@ -114,10 +114,10 @@ Example elements validated:
 | text_unicode_ranges              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | text_3d_drawing                  |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | text_codepoints_loading          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| models_animation                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| models_animation_playing         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_billboard_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_box_collisions            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| models_cubicmap                  |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| models_cubicmap_rendering        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_first_person_maze         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_geometric_shapes          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_mesh_generation           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
@@ -131,9 +131,9 @@ Example elements validated:
 | models_rlgl_solar_system         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_yaw_pitch_roll            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_waving_cubes              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| models_heightmap                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| models_heightmap_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_skybox_rendering          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| models_draw_cube_texture         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| models_textured_cube             |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_gpu_skinning              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_bone_socket               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | models_tesseract_view            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
@@ -143,29 +143,29 @@ Example elements validated:
 | shaders_custom_uniform           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_postprocessing           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_palette_switch           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_raymarching              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_raymarching_rendering    |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_texture_rendering        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_texture_outline          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_texture_waves            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_julia_set                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_eratosthenes             |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_eratosthenes_sieve       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_fog_rendering            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_simple_mask              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_hot_reloading            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_mesh_instancing          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_multi_sample2d           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_normal_map               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_spotlight                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_deferred_render          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_hybrid_render            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_normalmap_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_spotlight_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_deferred_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_hybrid_rendering         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_texture_tiling           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_shadowmap                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_shadowmap_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ❌  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_vertex_displacement      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_write_depth              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_basic_pbr                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_lightmap                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_lightmap_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | shaders_rounded_rectangle        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
-| shaders_view_depth               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
+| shaders_depth_rendering          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | audio_module_playing             |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | audio_music_stream               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | audio_raw_stream                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |

+ 1 - 0
tools/rexm/examples_report_issues.md

@@ -20,6 +20,7 @@ Example elements validated:
 ```
 | **EXAMPLE NAME**                 | [C] | [CAT]| [INFO]|[PNG]|[WPNG]| [RES]| [MK] |[MKWEB]| [VCX]| [SOL]|[RDME]|[JS] | [WOUT]|[WMETA]|
 |:---------------------------------|:---:|:----:|:-----:|:---:|:----:|:----:|:----:|:-----:|:----:|:----:|:----:|:---:|:-----:|:-----:|
+| shaders_shadowmap_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ❌  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | rlgl_standalone                  |  ✔ |  ❌  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | rlgl_compute_shader              |  ✔ |  ❌  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | easings_testbed                  |  ✔ |  ❌  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |