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| author | Ray <[email protected]> | 2021-08-26 00:14:34 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-08-26 00:14:34 +0200 |
| commit | 3d33c559e72340184d1cdb524faf8e6eb841022c (patch) | |
| tree | 084fb1b3114b10504e30a86f6b0ca49916e3447f /examples/models | |
| parent | 14e443afbac0c8742e11fb97edc6eea6f0865bc5 (diff) | |
| download | raylib-3d33c559e72340184d1cdb524faf8e6eb841022c.tar.gz raylib-3d33c559e72340184d1cdb524faf8e6eb841022c.zip | |
REVIEWED: Examples compilation
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_animation.c | 2 | ||||
| -rw-r--r-- | examples/models/models_material_pbr.c | 10 |
2 files changed, 6 insertions, 6 deletions
diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index 2c3348c0..4fde9baf 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -41,7 +41,7 @@ int main(void) Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material - SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture + SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index dfef69da..7f11fd70 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -162,11 +162,11 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); // Set textures filtering for better quality - SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, TEXTURE_FILTER_BILINEAR); + SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, TEXTURE_FILTER_BILINEAR); // Enable sample usage in shader for assigned textures SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); |
