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@@ -127,8 +127,8 @@ int CALLBACK WinMain(
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namespace BansheeEngine
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namespace BansheeEngine
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{
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{
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- Path exampleModelPath = "..\\..\\..\\..\\Data\\Examples\\Pyromancer.fbx";
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- Path exampleTexturePath = "..\\..\\..\\..\\Data\\Examples\\Pyromancer.psd";
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+ Path exampleModelPath = "..\\..\\..\\..\\Data\\Examples\\Dragon.fbx";
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+ Path exampleTexturePath = "..\\..\\..\\..\\Data\\Examples\\Dragon.tga";
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Path exampleFragmentShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_fs.gpuprog";
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Path exampleFragmentShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_fs.gpuprog";
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Path exampleVertexShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_vs.gpuprog";
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Path exampleVertexShaderPath = "..\\..\\..\\..\\Data\\Examples\\example_vs.gpuprog";
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@@ -289,11 +289,11 @@ namespace BansheeEngine
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// with the provided material.
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// with the provided material.
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// Create new scene object at (0, 0, 0)
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// Create new scene object at (0, 0, 0)
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- HSceneObject pyromancerSO = SceneObject::create("Pyromancer");
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+ HSceneObject dragonSO = SceneObject::create("Dragon");
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// Attach the Renderable component and hook up the mesh we imported earlier,
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// Attach the Renderable component and hook up the mesh we imported earlier,
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// and the material we created in the previous section.
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// and the material we created in the previous section.
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- HRenderable renderable = pyromancerSO->addComponent<Renderable>();
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+ HRenderable renderable = dragonSO->addComponent<Renderable>();
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renderable->setMesh(mesh);
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renderable->setMesh(mesh);
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renderable->setMaterial(material);
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renderable->setMaterial(material);
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@@ -331,7 +331,7 @@ namespace BansheeEngine
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sceneCameraSO->addComponent<CameraFlyer>();
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sceneCameraSO->addComponent<CameraFlyer>();
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// Position and orient the camera scene object
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// Position and orient the camera scene object
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- sceneCameraSO->setPosition(Vector3(40.0f, 30.0f, 230.0f));
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+ sceneCameraSO->setPosition(Vector3(-130.0f, 140.0f, 650.0f));
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sceneCameraSO->lookAt(Vector3(0, 0, 0));
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sceneCameraSO->lookAt(Vector3(0, 0, 0));
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}
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}
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