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authorRay <[email protected]>2024-02-26 11:03:12 +0100
committerRay <[email protected]>2024-02-26 11:03:12 +0100
commit7fae41b5c6f218c4e50fa738bae16c7ca924011a (patch)
tree8c145332822109904e32064d085978e51035f62f /examples
parenta6425fa1b905f410e02def3d2f11f2d968358371 (diff)
downloadraylib-7fae41b5c6f218c4e50fa738bae16c7ca924011a.tar.gz
raylib-7fae41b5c6f218c4e50fa738bae16c7ca924011a.zip
Update models_bone_socket.c
Diffstat (limited to 'examples')
-rw-r--r--examples/models/models_bone_socket.c17
1 files changed, 8 insertions, 9 deletions
diff --git a/examples/models/models_bone_socket.c b/examples/models/models_bone_socket.c
index 0e046327..8f62f70f 100644
--- a/examples/models/models_bone_socket.c
+++ b/examples/models/models_bone_socket.c
@@ -35,13 +35,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
// Define the camera to look into our 3d world
- Camera camera = {
- .position = { 5.0f, 5.0f, 5.0f }, // Camera position
- .target = { 0.0f, 2.0f, 0.0f }, // Camera looking at point
- .up = { 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
- .fovy = 45.0f, // Camera field-of-view Y
- .projection = CAMERA_PERSPECTIVE // Camera projection type
- };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
@@ -132,7 +131,7 @@ int main(void)
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
// Draw equipments (hat, sword, shield)
- for (unsigned short i=0; i<BONE_SOCKETS; i++)
+ for (int i = 0; i < BONE_SOCKETS; i++)
{
if (!showEquip[i]) continue;
@@ -171,7 +170,7 @@ int main(void)
UnloadModel(characterModel); // Unload character model and meshes/material
// Unload equipment model and meshes/material
- for (unsigned short i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
+ for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------