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authorRay <[email protected]>2021-03-14 11:05:51 +0100
committerRay <[email protected]>2021-03-14 11:05:51 +0100
commit01e28263be9869b28acae5cf1128472269626edb (patch)
tree7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples/models/models_loading.c
parent75038baf716a79606e86d46dad9d527bbb65628a (diff)
downloadraylib-01e28263be9869b28acae5cf1128472269626edb.tar.gz
raylib-01e28263be9869b28acae5cf1128472269626edb.zip
WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
Diffstat (limited to 'examples/models/models_loading.c')
-rw-r--r--examples/models/models_loading.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c
index af9c5e39..951aee5d 100644
--- a/examples/models/models_loading.c
+++ b/examples/models/models_loading.c
@@ -39,7 +39,7 @@ int main(void)
Model model = LoadModel("resources/models/castle.obj"); // Load model
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
@@ -76,7 +76,7 @@ int main(void)
{
UnloadModel(model); // Unload previous model
model = LoadModel(droppedFiles[0]); // Load new model
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
bounds = MeshBoundingBox(model.meshes[0]);
@@ -87,7 +87,7 @@ int main(void)
// Unload current model texture and load new one
UnloadTexture(texture);
texture = LoadTexture(droppedFiles[0]);
- model.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
}
}