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| author | Ray <[email protected]> | 2021-08-26 00:14:34 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-08-26 00:14:34 +0200 |
| commit | 3d33c559e72340184d1cdb524faf8e6eb841022c (patch) | |
| tree | 084fb1b3114b10504e30a86f6b0ca49916e3447f /examples/core/core_window_letterbox.c | |
| parent | 14e443afbac0c8742e11fb97edc6eea6f0865bc5 (diff) | |
| download | raylib-3d33c559e72340184d1cdb524faf8e6eb841022c.tar.gz raylib-3d33c559e72340184d1cdb524faf8e6eb841022c.zip | |
REVIEWED: Examples compilation
Diffstat (limited to 'examples/core/core_window_letterbox.c')
| -rw-r--r-- | examples/core/core_window_letterbox.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index 2933ca42..1e076516 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -43,7 +43,7 @@ int main(void) // Render texture initialization, used to hold the rendering result so we can easily resize it RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight); - SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use + SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use Color colors[10] = { 0 }; for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 }; |
