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authorCrydsch Cube <[email protected]>2023-02-14 17:47:21 +0100
committerGitHub <[email protected]>2023-02-14 17:47:21 +0100
commit73989a49817225f11f547d270598e93745bf7df0 (patch)
treec5ab826343e7b131c1e3733924156add0d445dbc /examples/shaders/shaders_postprocessing.c
parentf1bcabcc3799df741d54593980ac06afe2e0f081 (diff)
downloadraylib-73989a49817225f11f547d270598e93745bf7df0.tar.gz
raylib-73989a49817225f11f547d270598e93745bf7df0.zip
WIP rcamera redesign vector (#2563)
* core functionality CAMERA_FREE * fix example * add remaining camera modes * add view bobbing * view bobbing * catch curser in SetCameraMode * adjust examples * fix compilation on linux * fix example text_draw_3d * actually fix text_draw_3d * Updated camera API * Improve Vector3RotateByAxisAngle() function * remove camera.mode dependency from low-level functions * remove camera.mode from struct * fixes after rebase * adjust examples for new UpdateCamera function * adjust example models_loading_m3d --------- Co-authored-by: Ray <[email protected]>
Diffstat (limited to 'examples/shaders/shaders_postprocessing.c')
-rw-r--r--examples/shaders/shaders_postprocessing.c6
1 files changed, 2 insertions, 4 deletions
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index d0555f21..688ca909 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -107,9 +107,7 @@ int main(void)
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
- // Setup orbital camera
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
-
+ DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -118,7 +116,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- UpdateCamera(&camera);
+ UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
else if (IsKeyPressed(KEY_LEFT)) currentShader--;