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| author | raysan5 <[email protected]> | 2017-07-22 13:02:02 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-07-22 13:02:02 +0200 |
| commit | 2fc7bc9504f4794218806d1c17ca38a48b36e954 (patch) | |
| tree | c39179e28a2f67c1005ef4696a9fa4216f98c383 /examples/others | |
| parent | cbb134946c73c3857d1f3185c25a5398fad3fa5d (diff) | |
| download | raylib-2fc7bc9504f4794218806d1c17ca38a48b36e954.tar.gz raylib-2fc7bc9504f4794218806d1c17ca38a48b36e954.zip | |
Reviewed example with new maths
Diffstat (limited to 'examples/others')
| -rw-r--r-- | examples/others/rlgl_standalone.c | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index 5de77bc2..d8c128be 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -128,14 +128,15 @@ int main(void) // Draw //---------------------------------------------------------------------------------- rlClearScreenBuffers(); // Clear current framebuffer - + + // Draw '3D' elements in the scene + //----------------------------------------------- // Calculate projection matrix (from perspective) and view matrix from camera look at Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0); - MatrixTranspose(&matProj); Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one - SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one + SetMatrixModelview(matView); // Set internal modelview matrix (default shader) + SetMatrixProjection(matProj); // Set internal projection matrix (default shader) DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE); @@ -143,16 +144,17 @@ int main(void) // NOTE: Internal buffers drawing (3D data) rlglDraw(); + //----------------------------------------------- // Draw '2D' elements in the scene (GUI) + //----------------------------------------------- #define RLGL_CREATE_MATRIX_MANUALLY #if defined(RLGL_CREATE_MATRIX_MANUALLY) matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); - MatrixTranspose(&matProj); matView = MatrixIdentity(); - SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one - SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one + SetMatrixModelview(matView); // Set internal modelview matrix (default shader) + SetMatrixProjection(matProj); // Set internal projection matrix (default shader) #else // Let rlgl generate and multiply matrix internally @@ -166,6 +168,7 @@ int main(void) // NOTE: Internal buffers drawing (2D data) rlglDraw(); + //----------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); |
