summaryrefslogtreecommitdiffhomepage
path: root/examples
diff options
context:
space:
mode:
authorRay <[email protected]>2021-08-26 00:14:34 +0200
committerRay <[email protected]>2021-08-26 00:14:34 +0200
commit3d33c559e72340184d1cdb524faf8e6eb841022c (patch)
tree084fb1b3114b10504e30a86f6b0ca49916e3447f /examples
parent14e443afbac0c8742e11fb97edc6eea6f0865bc5 (diff)
downloadraylib-3d33c559e72340184d1cdb524faf8e6eb841022c.tar.gz
raylib-3d33c559e72340184d1cdb524faf8e6eb841022c.zip
REVIEWED: Examples compilation
Diffstat (limited to 'examples')
-rw-r--r--examples/core/core_window_letterbox.c2
-rw-r--r--examples/models/models_animation.c2
-rw-r--r--examples/models/models_material_pbr.c10
-rw-r--r--examples/text/text_font_sdf.c2
4 files changed, 8 insertions, 8 deletions
diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c
index 2933ca42..1e076516 100644
--- a/examples/core/core_window_letterbox.c
+++ b/examples/core/core_window_letterbox.c
@@ -43,7 +43,7 @@ int main(void)
// Render texture initialization, used to hold the rendering result so we can easily resize it
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
- SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
+ SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); // Texture scale filter to use
Color colors[10] = { 0 };
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
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);
diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c
index f9517bdc..7de7986b 100644
--- a/examples/text/text_font_sdf.c
+++ b/examples/text/text_font_sdf.c
@@ -64,7 +64,7 @@ int main(void)
// Load SDF required shader (we use default vertex shader)
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
- SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
+ SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR); // Required for SDF font
Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
Vector2 textSize = { 0.0f, 0.0f };