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Updated Oculus sample
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@@ -32,15 +32,15 @@
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//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
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#ifndef RLGL_STANDALONE
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#include "raylib.h" // Required for typedef(s): Model, Shader, Texture2D
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#include "utils.h" // Required for function TraceLog()
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#include "raylib.h" // Required for: Model, Shader, Texture2D
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#include "utils.h" // Required for: TraceLog()
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#endif
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#ifdef RLGL_STANDALONE
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#define RAYMATH_STANDALONE
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#endif
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#include "raymath.h" // Required for types: Vector3, Matrix
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#include "raymath.h" // Required for: Vector3, Matrix
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// Select desired OpenGL version
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// NOTE: Those preprocessor defines are only used on rlgl module,
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@@ -291,7 +291,7 @@ int rlGetVersion(void); // Returns current OpenGL versio
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//------------------------------------------------------------------------------------
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void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
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void rlglClose(void); // De-init rlgl
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void rlglDraw(Matrix mvp); // Draw VAO/VBO
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void rlglDraw(void); // Draw VAO/VBO
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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@@ -329,6 +329,9 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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