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authorJeffery Myers <[email protected]>2021-03-22 23:51:52 -0700
committerGitHub <[email protected]>2021-03-23 07:51:52 +0100
commite48b9a6da1d3dd6163b1596e47c58e7026530dc1 (patch)
tree9d1bca87d19ae07f7605c112c53971531b109dc2 /examples/models
parentc6dd41495b2c0d96cf4d1ca108729ec87c9a0b53 (diff)
downloadraylib-e48b9a6da1d3dd6163b1596e47c58e7026530dc1.tar.gz
raylib-e48b9a6da1d3dd6163b1596e47c58e7026530dc1.zip
[Examples] Warning fixes (pt 1) (#1668)
* Fix some warnings in examples. * cleanups from review Co-authored-by: Jeffery Myers <[email protected]>
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_cubicmap.c2
-rw-r--r--examples/models/models_first_person_maze.c2
-rw-r--r--examples/models/models_material_pbr.c9
-rw-r--r--examples/models/models_mesh_picking.c4
-rw-r--r--examples/models/models_skybox.c4
5 files changed, 11 insertions, 10 deletions
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c
index 08060787..0a566581 100644
--- a/examples/models/models_cubicmap.c
+++ b/examples/models/models_cubicmap.c
@@ -62,7 +62,7 @@ int main(void)
EndMode3D();
- DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
+ DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c
index 94ebf943..08a9b5cf 100644
--- a/examples/models/models_first_person_maze.c
+++ b/examples/models/models_first_person_maze.c
@@ -95,7 +95,7 @@ int main(void)
DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
EndMode3D();
- DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
+ DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
// Draw player position radar
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index fb3f9569..36f03636 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -14,6 +14,7 @@
#include "raylib.h"
#include "raymath.h"
+#include "rlgl.h"
#include <stdio.h>
@@ -187,7 +188,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
+ TextureCubemap cubemap = rlGenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
UnloadTexture(panorama);
UnloadShader(shdrCubemap);
//--------------------------------------------------------------------------------------------------------
@@ -201,7 +202,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
#endif
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
+ mat.maps[MATERIAL_MAP_IRRADIANCE].texture = rlGenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
UnloadShader(shdrIrradiance);
//--------------------------------------------------------------------------------------------------------
@@ -214,7 +215,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
#endif
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
- mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
+ mat.maps[MATERIAL_MAP_PREFILTER].texture = rlGenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
UnloadTexture(cubemap);
UnloadShader(shdrPrefilter);
//--------------------------------------------------------------------------------------------------------
@@ -226,7 +227,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
#else
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
#endif
- mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
+ mat.maps[MATERIAL_MAP_BRDG].texture = rlGenTextureBRDF(shdrBRDF, BRDF_SIZE);
UnloadShader(shdrBRDF);
//--------------------------------------------------------------------------------------------------------
diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c
index 8ade0b06..78c7c45c 100644
--- a/examples/models/models_mesh_picking.c
+++ b/examples/models/models_mesh_picking.c
@@ -142,8 +142,8 @@ int main(void)
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit)
{
- DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
- DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
+ DrawCube(nearestHit.position, 0.3f, 0.3f, 0.3f, cursorColor);
+ DrawCubeWires(nearestHit.position, 0.3f, 0.3f, 0.3f, RED);
Vector3 normalEnd;
normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index d44b11b6..e03aaab0 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -62,7 +62,7 @@ int main(void)
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
- skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+ skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
}
@@ -102,7 +102,7 @@ int main(void)
Texture2D panorama = LoadTexture(droppedFiles[0]);
// Generate cubemap from panorama texture
- skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
+ skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = rlGenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama);
}
else