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| author | Ray <[email protected]> | 2016-10-16 18:24:13 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2016-10-16 18:24:13 +0200 |
| commit | a9315fc422a3a036891f50f0c2be5059c3db8b31 (patch) | |
| tree | 9f5213dac656079e2163bc5d091200dc837672b8 /examples/core_world_screen.c | |
| parent | 53056f3e7e84e18b8ebfc4a2ab2f7f1fbe7ae36c (diff) | |
| parent | 1c05017548ea21dd1a44c31e9fc80b8700891f11 (diff) | |
| download | raylib-a9315fc422a3a036891f50f0c2be5059c3db8b31.tar.gz raylib-a9315fc422a3a036891f50f0c2be5059c3db8b31.zip | |
Merge pull request #189 from raysan5/develop
Develop branch integration
Diffstat (limited to 'examples/core_world_screen.c')
| -rw-r--r-- | examples/core_world_screen.c | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c index aa9505e8..f8c53c70 100644 --- a/examples/core_world_screen.c +++ b/examples/core_world_screen.c @@ -21,16 +21,13 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector2 cubeScreenPosition; - SetCameraMode(CAMERA_FREE); // Set a free camera mode - SetCameraPosition(camera.position); // Set internal camera position to match our camera position - SetCameraTarget(camera.target); // Set internal camera target to match our camera target - SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y + SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -40,7 +37,7 @@ int main() { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update internal camera and our camera + UpdateCamera(&camera); // Update camera // Calculate cube screen space position (with a little offset to be in top) cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera); |
