From 068978d5b3a44d6bb9e3b0ee3492e3a7b83f0bde Mon Sep 17 00:00:00 2001 From: Ray Date: Sun, 14 Sep 2025 10:26:04 +0200 Subject: [PATCH] REXM: RENAME: example: `models_gpu_skinning` --> `models_animation_gpu_skinning` --- examples/Makefile | 2 +- examples/Makefile.Web | 4 +- examples/README.md | 2 +- examples/examples_list.txt | 2 +- ...ning.c => models_animation_gpu_skinning.c} | 240 ++-- ....png => models_animation_gpu_skinning.png} | Bin ... => models_animation_gpu_skinning.vcxproj} | 1136 ++++++++--------- projects/VS2022/raylib.sln | 2 +- 8 files changed, 694 insertions(+), 694 deletions(-) rename examples/models/{models_gpu_skinning.c => models_animation_gpu_skinning.c} (96%) rename examples/models/{models_gpu_skinning.png => models_animation_gpu_skinning.png} (100%) rename projects/VS2022/examples/{models_gpu_skinning.vcxproj => models_animation_gpu_skinning.vcxproj} (98%) diff --git a/examples/Makefile b/examples/Makefile index 0f5af45fa..366327ffe 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -611,7 +611,7 @@ MODELS = \ models/models_cubicmap_rendering \ models/models_first_person_maze \ models/models_geometric_shapes \ - models/models_gpu_skinning \ + models/models_animation_gpu_skinning \ models/models_heightmap_rendering \ models/models_loading \ models/models_loading_gltf \ diff --git a/examples/Makefile.Web b/examples/Makefile.Web index 943ddb42a..7aa216493 100644 --- a/examples/Makefile.Web +++ b/examples/Makefile.Web @@ -611,7 +611,7 @@ MODELS = \ models/models_cubicmap_rendering \ models/models_first_person_maze \ models/models_geometric_shapes \ - models/models_gpu_skinning \ + models/models_animation_gpu_skinning \ models/models_heightmap_rendering \ models/models_loading \ models/models_loading_gltf \ @@ -1063,7 +1063,7 @@ models/models_first_person_maze: models/models_first_person_maze.c models/models_geometric_shapes: models/models_geometric_shapes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -models/models_gpu_skinning: models/models_gpu_skinning.c +models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \ --preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \ diff --git a/examples/README.md b/examples/README.md index 56cf8fb3e..1753a31bc 100644 --- a/examples/README.md +++ b/examples/README.md @@ -170,7 +170,7 @@ Examples using raylib models functionality, including models loading/generation | [models_heightmap_rendering](models/models_heightmap_rendering.c) | models_heightmap_rendering | ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) | | [models_skybox_rendering](models/models_skybox_rendering.c) | models_skybox_rendering | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | | [models_textured_cube](models/models_textured_cube.c) | models_textured_cube | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) | -| [models_gpu_skinning](models/models_gpu_skinning.c) | models_gpu_skinning | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) | +| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | models_animation_gpu_skinning | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) | | [models_bone_socket](models/models_bone_socket.c) | models_bone_socket | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) | | [models_tesseract_view](models/models_tesseract_view.c) | models_tesseract_view | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) | diff --git a/examples/examples_list.txt b/examples/examples_list.txt index ec00f3961..ead1bf220 100644 --- a/examples/examples_list.txt +++ b/examples/examples_list.txt @@ -124,7 +124,7 @@ models;models_waving_cubes;★★★☆;2.5;3.7;2019;2025;"Codecat";@codecat models;models_heightmap_rendering;★☆☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5 models;models_skybox_rendering;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria";@raysan5 models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5 -models;models_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck +models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho diff --git a/examples/models/models_gpu_skinning.c b/examples/models/models_animation_gpu_skinning.c similarity index 96% rename from examples/models/models_gpu_skinning.c rename to examples/models/models_animation_gpu_skinning.c index ac989aa60..337df931c 100644 --- a/examples/models/models_gpu_skinning.c +++ b/examples/models/models_animation_gpu_skinning.c @@ -1,121 +1,121 @@ -/******************************************************************************************* -* -* raylib [models] example - gpu skinning -* -* Example complexity rating: [★★★☆] 3/4 -* -* Example originally created with raylib 4.5, last time updated with raylib 4.5 -* -* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5) -* -* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software -* -* Copyright (c) 2024-2025 Daniel Holden (@orangeduck) -* -* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS -* -********************************************************************************************/ - -#include "raylib.h" - -#include "raymath.h" - -#if defined(PLATFORM_DESKTOP) - #define GLSL_VERSION 330 -#else // PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 100 -#endif - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [models] example - gpu skinning"); - - // Define the camera to look into our 3d world - 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 - - // Load skinning shader - Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), - TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); - - characterModel.materials[1].shader = skinningShader; - - // Load gltf model animations - int animsCount = 0; - unsigned int animIndex = 0; - unsigned int animCurrentFrame = 0; - ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); - - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - - 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 - { - // Update - //---------------------------------------------------------------------------------- - UpdateCamera(&camera, CAMERA_THIRD_PERSON); - - // Select current animation - if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount; - else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount; - - // Update model animation - ModelAnimation anim = modelAnimations[animIndex]; - animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; - characterModel.transform = MatrixTranslate(position.x, position.y, position.z); - UpdateModelAnimationBones(characterModel, anim, animCurrentFrame); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - BeginMode3D(camera); - - // Draw character mesh, pose calculation is done in shader (GPU skinning) - DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform); - - DrawGrid(10, 1.0f); - - EndMode3D(); - - DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation - UnloadModel(characterModel); // Unload model and meshes/material - UnloadShader(skinningShader); // Unload GPU skinning shader - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; +/******************************************************************************************* +* +* raylib [models] example - animation gpu skinning +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2024-2025 Daniel Holden (@orangeduck) +* +* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS +* +********************************************************************************************/ + +#include "raylib.h" + +#include "raymath.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - animation gpu skinning"); + + // Define the camera to look into our 3d world + 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 + + // Load skinning shader + Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); + + characterModel.materials[1].shader = skinningShader; + + // Load gltf model animations + int animsCount = 0; + unsigned int animIndex = 0; + unsigned int animCurrentFrame = 0; + ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); + + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + 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 + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_THIRD_PERSON); + + // Select current animation + if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount; + else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount; + + // Update model animation + ModelAnimation anim = modelAnimations[animIndex]; + animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; + characterModel.transform = MatrixTranslate(position.x, position.y, position.z); + UpdateModelAnimationBones(characterModel, anim, animCurrentFrame); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + // Draw character mesh, pose calculation is done in shader (GPU skinning) + DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform); + + DrawGrid(10, 1.0f); + + EndMode3D(); + + DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation + UnloadModel(characterModel); // Unload model and meshes/material + UnloadShader(skinningShader); // Unload GPU skinning shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; } \ No newline at end of file diff --git a/examples/models/models_gpu_skinning.png b/examples/models/models_animation_gpu_skinning.png similarity index 100% rename from examples/models/models_gpu_skinning.png rename to examples/models/models_animation_gpu_skinning.png diff --git a/projects/VS2022/examples/models_gpu_skinning.vcxproj b/projects/VS2022/examples/models_animation_gpu_skinning.vcxproj similarity index 98% rename 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$(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + 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$(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + 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WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + \ No newline at end of file diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln index 9fb624a20..fe2241434 100644 --- a/projects/VS2022/raylib.sln +++ b/projects/VS2022/raylib.sln @@ -299,7 +299,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_top_down_lights", "e EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_advanced", "examples\shapes_rectangle_advanced.vcxproj", "{FAFEE2F9-24B0-4AF1-B512-433E9590033F}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gpu_skinning", "examples\models_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_animation_gpu_skinning", "examples\models_animation_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap_rendering", "examples\shaders_shadowmap_rendering.vcxproj", "{41BBCC10-6FDE-48A1-B2E0-A0EC6A668629}" EndProject