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| author | Ray <[email protected]> | 2016-10-16 18:24:13 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2016-10-16 18:24:13 +0200 |
| commit | a9315fc422a3a036891f50f0c2be5059c3db8b31 (patch) | |
| tree | 9f5213dac656079e2163bc5d091200dc837672b8 /examples/shaders_postprocessing.c | |
| parent | 53056f3e7e84e18b8ebfc4a2ab2f7f1fbe7ae36c (diff) | |
| parent | 1c05017548ea21dd1a44c31e9fc80b8700891f11 (diff) | |
| download | raylib-a9315fc422a3a036891f50f0c2be5059c3db8b31.tar.gz raylib-a9315fc422a3a036891f50f0c2be5059c3db8b31.zip | |
Merge pull request #189 from raysan5/develop
Develop branch integration
Diffstat (limited to 'examples/shaders_postprocessing.c')
| -rw-r--r-- | examples/shaders_postprocessing.c | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 43d21e08..43d1af72 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -45,9 +45,7 @@ int main() RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera - SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode - SetCameraPosition(camera.position); // Set internal camera position to match our camera position - SetCameraTarget(camera.target); // Set internal camera target to match our camera target + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -57,7 +55,7 @@ int main() { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update internal camera and our camera + UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw @@ -67,7 +65,7 @@ int main() ClearBackground(RAYWHITE); BeginTextureMode(target); // Enable drawing to texture - + Begin3dMode(camera); DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture |
