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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_waving_cubes.c
parent73989a49817225f11f547d270598e93745bf7df0 (diff)
downloadraylib-ea590c44a967075b3f6b420fa76e6387075ecf1d.tar.gz
raylib-ea590c44a967075b3f6b420fa76e6387075ecf1d.zip
REVIEWED: Camera redesign PR
Diffstat (limited to 'examples/models/models_waving_cubes.c')
-rw-r--r--examples/models/models_waving_cubes.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c
index 31ed4ff4..d382c998 100644
--- a/examples/models/models_waving_cubes.c
+++ b/examples/models/models_waving_cubes.c
@@ -31,11 +31,11 @@ int main()
// Initialize the camera
Camera3D camera = { 0 };
- camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 70.0f;
- camera.projection = CAMERA_PERSPECTIVE;
+ camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // 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 = 70.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Specify the amount of blocks in each direction
const int numBlocks = 15;