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| author | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-14 11:05:51 +0100 |
| commit | 01e28263be9869b28acae5cf1128472269626edb (patch) | |
| tree | 7536aebc3ff6273926fc52c4aa5929dd2b96fba6 /examples/models/rlights.h | |
| parent | 75038baf716a79606e86d46dad9d527bbb65628a (diff) | |
| download | raylib-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/rlights.h')
| -rw-r--r-- | examples/models/rlights.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/models/rlights.h b/examples/models/rlights.h index 66185bb4..a1b29888 100644 --- a/examples/models/rlights.h +++ b/examples/models/rlights.h @@ -163,21 +163,21 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade void UpdateLightValues(Shader shader, Light light) { // Send to shader light enabled state and type - SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT); - SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT); + SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT); + SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT); // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3); + SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; - SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3); + SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3); // Send to shader light color values float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; - SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4); + SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4); } #endif // RLIGHTS_IMPLEMENTATION
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