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| author | raysan5 <[email protected]> | 2020-09-18 16:44:28 +0200 |
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| committer | raysan5 <[email protected]> | 2020-09-18 16:44:28 +0200 |
| commit | 79d63e6ca1a1fa3b9e5e8647c522157e616f023f (patch) | |
| tree | 3953f523a6b5d0b13951f1c07d44d49a3c05267f /src | |
| parent | 55204dae03d53f04529d47ea91d88d60bf4a5917 (diff) | |
| download | raylib-79d63e6ca1a1fa3b9e5e8647c522157e616f023f.tar.gz raylib-79d63e6ca1a1fa3b9e5e8647c522157e616f023f.zip | |
Review comment
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.h | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -591,7 +591,7 @@ RLAPI Matrix GetMatrixModelview(void); // Get // Texture maps generation (PBR) // NOTE: Required shaders should be provided -RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size); // Generate cubemap texture from HDR texture +RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size); // Generate cubemap texture from 2D panorama texture RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data |
