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authorJeffery Myers <[email protected]>2023-02-15 08:17:00 -0800
committerGitHub <[email protected]>2023-02-15 17:17:00 +0100
commit9eaed07b77bd6c9004175c9a641a573671cadb29 (patch)
tree0f37fbddb348fb2ad12937ed53090e5ab3fb1193 /examples/shaders/shaders_hybrid_render.c
parentbeb44f1dacce8aef0df3740e341582ca79e040e1 (diff)
downloadraylib-9eaed07b77bd6c9004175c9a641a573671cadb29.tar.gz
raylib-9eaed07b77bd6c9004175c9a641a573671cadb29.zip
Make the oribital camera work like it used to (it is not just a copy of third person) (#2926)
Diffstat (limited to 'examples/shaders/shaders_hybrid_render.c')
-rw-r--r--examples/shaders/shaders_hybrid_render.c1
1 files changed, 0 insertions, 1 deletions
diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c
index 0f30680c..f07917fb 100644
--- a/examples/shaders/shaders_hybrid_render.c
+++ b/examples/shaders/shaders_hybrid_render.c
@@ -86,7 +86,6 @@ int main(void)
// Camera FOV is pre-calculated in the camera Distance.
double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
- DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------