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authorRay <[email protected]>2023-02-14 20:00:51 +0100
committerRay <[email protected]>2023-02-14 20:00:51 +0100
commitea590c44a967075b3f6b420fa76e6387075ecf1d (patch)
treeb456de45fef83507415dcc309c05e64cb9232946 /examples/models/models_cubicmap.c
parent73989a49817225f11f547d270598e93745bf7df0 (diff)
downloadraylib-ea590c44a967075b3f6b420fa76e6387075ecf1d.tar.gz
raylib-ea590c44a967075b3f6b420fa76e6387075ecf1d.zip
REVIEWED: Camera redesign PR
Diffstat (limited to 'examples/models/models_cubicmap.c')
-rw-r--r--examples/models/models_cubicmap.c16
1 files changed, 11 insertions, 5 deletions
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c
index 83bfab68..714918e4 100644
--- a/examples/models/models_cubicmap.c
+++ b/examples/models/models_cubicmap.c
@@ -26,7 +26,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
- Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@@ -36,18 +41,19 @@ int main(void)
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
- DisableCursor(); // Catch cursor
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ DisableCursor(); // Limit cursor to relative movement inside the window
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------