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| author | Crydsch Cube <[email protected]> | 2023-02-14 17:47:21 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2023-02-14 17:47:21 +0100 |
| commit | 73989a49817225f11f547d270598e93745bf7df0 (patch) | |
| tree | c5ab826343e7b131c1e3733924156add0d445dbc /examples/models/models_loading_m3d.c | |
| parent | f1bcabcc3799df741d54593980ac06afe2e0f081 (diff) | |
| download | raylib-73989a49817225f11f547d270598e93745bf7df0.tar.gz raylib-73989a49817225f11f547d270598e93745bf7df0.zip | |
WIP rcamera redesign vector (#2563)
* core functionality CAMERA_FREE
* fix example
* add remaining camera modes
* add view bobbing
* view bobbing
* catch curser in SetCameraMode
* adjust examples
* fix compilation on linux
* fix example text_draw_3d
* actually fix text_draw_3d
* Updated camera API
* Improve Vector3RotateByAxisAngle() function
* remove camera.mode dependency from low-level functions
* remove camera.mode from struct
* fixes after rebase
* adjust examples for new UpdateCamera function
* adjust example models_loading_m3d
---------
Co-authored-by: Ray <[email protected]>
Diffstat (limited to 'examples/models/models_loading_m3d.c')
| -rw-r--r-- | examples/models/models_loading_m3d.c | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/examples/models/models_loading_m3d.c b/examples/models/models_loading_m3d.c index 52dc9522..c1a4af07 100644 --- a/examples/models/models_loading_m3d.c +++ b/examples/models/models_loading_m3d.c @@ -53,8 +53,7 @@ int main(void) int animFrameCounter = 0, animId = 0; ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data - SetCameraMode(camera, CAMERA_FREE); // Set free camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -63,7 +62,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); if (animsCount) { |
