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authorRay <[email protected]>2021-03-19 20:14:14 +0100
committerRay <[email protected]>2021-03-19 20:14:14 +0100
commitbe8d5a7ae2e5f89e7a03060a852883556c56c405 (patch)
tree13cdfca6a13c572cf0ae5d9cbecd43fb90b5af94
parent990906871435fa056d9002810c9f4a46076207bb (diff)
downloadraylib-be8d5a7ae2e5f89e7a03060a852883556c56c405.tar.gz
raylib-be8d5a7ae2e5f89e7a03060a852883556c56c405.zip
RENAMED: camera.type -> camera.projection
-rw-r--r--examples/models/models_rlgl_solar_system.c2
-rw-r--r--examples/models/models_waving_cubes.c2
-rw-r--r--examples/shaders/shaders_basic_lighting.c2
-rw-r--r--examples/shaders/shaders_custom_uniform.c2
-rw-r--r--examples/shaders/shaders_model_shader.c2
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.c2
-rw-r--r--examples/shaders/shaders_simple_mask.c2
7 files changed, 7 insertions, 7 deletions
diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c
index a6698e69..e6a28cf6 100644
--- a/examples/models/models_rlgl_solar_system.c
+++ b/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);
diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c
index 764dc5e7..2a3b142d 100644
--- a/examples/models/models_waving_cubes.c
+++ b/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;
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index 633fd012..1f7336a9 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/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));
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index ca8ad553..ecc314e4 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/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)
diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c
index 07f15e7b..5c53b43e 100644
--- a/examples/shaders/shaders_model_shader.c
+++ b/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
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c
index 9ae4395f..7b72ba96 100644
--- a/examples/shaders/shaders_rlgl_mesh_instanced.c
+++ b/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);
diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c
index 88f0f91e..055afad7 100644
--- a/examples/shaders/shaders_simple_mask.c
+++ b/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);