REVIEWED: Examples for automation processes

This commit is contained in:
Ray
2025-08-04 13:23:04 +02:00
parent d43470a3d4
commit 72de562542
4 changed files with 2 additions and 11 deletions

View File

@@ -61,7 +61,7 @@ int main(void)
VrStereoConfig config = LoadVrStereoConfig(device);
// Distortion shader (uses device lens distortion and chroma)
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
Shader distortion = LoadShader(0, TextFormat("resources/shaders/glsl%i/distortion.fs", GLSL_VERSION));
// Update distortion shader with lens and distortion-scale parameters
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),

View File

@@ -48,16 +48,7 @@ int main(void)
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
models[8] = LoadModelFromMesh(GenMeshCustom());
// Generated meshes could be exported as .obj files
//ExportMesh(models[0].meshes[0], "plane.obj");
//ExportMesh(models[1].meshes[0], "cube.obj");
//ExportMesh(models[2].meshes[0], "sphere.obj");
//ExportMesh(models[3].meshes[0], "hemisphere.obj");
//ExportMesh(models[4].meshes[0], "cylinder.obj");
//ExportMesh(models[5].meshes[0], "torus.obj");
//ExportMesh(models[6].meshes[0], "knot.obj");
//ExportMesh(models[7].meshes[0], "poly.obj");
//ExportMesh(models[8].meshes[0], "custom.obj");
// NOTE: Generated meshes could be exported using ExportMesh()
// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;