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| author | Ray <[email protected]> | 2023-02-14 20:12:53 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-02-14 20:12:53 +0100 |
| commit | 547819766faca80482371902acd908c0c4c3f7e0 (patch) | |
| tree | 739ab81b6db1901267254dd2453234876f820d7e /examples | |
| parent | 50d17393a5a3ece1e4290c86655c65b70ff390a4 (diff) | |
| download | raylib-547819766faca80482371902acd908c0c4c3f7e0.tar.gz raylib-547819766faca80482371902acd908c0c4c3f7e0.zip | |
ADDED: Example project to VS2022 solution
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/shaders/shaders_write_depth.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c index 317f6ac7..b7f69ddb 100644 --- a/examples/shaders/shaders_write_depth.c +++ b/examples/shaders/shaders_write_depth.c @@ -14,6 +14,7 @@ ********************************************************************************************/ #include "raylib.h" + #include "rlgl.h" #if defined(PLATFORM_DESKTOP) @@ -27,10 +28,10 @@ //------------------------------------------------------------------------------------ // Load custom render texture, create a writable depth texture buffer static RenderTexture2D LoadRenderTextureDepthTex(int width, int height); + // Unload render texture from GPU memory (VRAM) static void UnloadRenderTextureDepthTex(RenderTexture2D target); - //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ @@ -55,20 +56,19 @@ int main(void) .target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point .up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target) .fovy = 45.0f, // Camera field-of-view Y - .projection = CAMERA_PERSPECTIVE // Camera mode type + .projection = CAMERA_PERSPECTIVE // Camera projection type }; - SetCameraMode(camera, CAMERA_ORBITAL); - - SetTargetFPS(60); + DisableCursor(); // Limit cursor to relative movement inside the window + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key + while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); //---------------------------------------------------------------------------------- // Draw |
