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| author | Ray <[email protected]> | 2019-01-10 16:57:15 +0100 |
|---|---|---|
| committer | GitHub <[email protected]> | 2019-01-10 16:57:15 +0100 |
| commit | 56173d7cf457413fd56e26967becc7c5054aa2cf (patch) | |
| tree | f1428e583f4ed5ee8c7060c47da55e8ce0194882 /examples/models/models_skybox.c | |
| parent | 6056a2a5cf2aa939a10e807e452ed43d4b67f1ce (diff) | |
| parent | 93471b0a7c75fc675f27fc74dfda281eb8310a7a (diff) | |
| download | raylib-56173d7cf457413fd56e26967becc7c5054aa2cf.tar.gz raylib-56173d7cf457413fd56e26967becc7c5054aa2cf.zip | |
Merge branch 'master' into window-visibility
Diffstat (limited to 'examples/models/models_skybox.c')
| -rw-r--r-- | examples/models/models_skybox.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 6f6002b8..c7f76ecf 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -21,7 +21,7 @@ int main() 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 }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + 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 Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); @@ -30,11 +30,11 @@ int main() // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); - SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1); + SetShaderValue(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT); // Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); - SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); // Load HDR panorama (sphere) texture Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); |
