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authorRay <[email protected]>2019-05-20 16:36:42 +0200
committerRay <[email protected]>2019-05-20 16:36:42 +0200
commitb525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch)
tree08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/models/models_skybox.c
parenta43a7980a30a52462956b23f2473e8ef8f38d1fb (diff)
downloadraylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz
raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip
Review ALL examples
Diffstat (limited to 'examples/models/models_skybox.c')
-rw-r--r--examples/models/models_skybox.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index d3369b70..1693d9bc 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -11,22 +11,22 @@
#include "raylib.h"
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
- // Load skybox model
+ // Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model skybox = LoadModelFromMesh(cube);
-
+
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
#if defined(PLATFORM_DESKTOP)
@@ -43,17 +43,17 @@ int main()
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
-
+
// Load HDR panorama (sphere) texture
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
-
+
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
// NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
-
+
UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated
UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore
-
+
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -76,7 +76,7 @@ int main()
BeginMode3D(camera);
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
-
+
DrawGrid(10, 1.0f);
EndMode3D();