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-rw-r--r--examples/models/models_animation.c2
-rw-r--r--examples/models/models_material_pbr.c10
2 files changed, 6 insertions, 6 deletions
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);