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REVIEWED: Examples for automation processes
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@@ -61,7 +61,7 @@ int main(void)
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VrStereoConfig config = LoadVrStereoConfig(device);
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// Distortion shader (uses device lens distortion and chroma)
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Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
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Shader distortion = LoadShader(0, TextFormat("resources/shaders/glsl%i/distortion.fs", GLSL_VERSION));
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// Update distortion shader with lens and distortion-scale parameters
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
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@@ -48,16 +48,7 @@ int main(void)
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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models[8] = LoadModelFromMesh(GenMeshCustom());
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// Generated meshes could be exported as .obj files
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//ExportMesh(models[0].meshes[0], "plane.obj");
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//ExportMesh(models[1].meshes[0], "cube.obj");
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//ExportMesh(models[2].meshes[0], "sphere.obj");
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//ExportMesh(models[3].meshes[0], "hemisphere.obj");
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//ExportMesh(models[4].meshes[0], "cylinder.obj");
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//ExportMesh(models[5].meshes[0], "torus.obj");
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//ExportMesh(models[6].meshes[0], "knot.obj");
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//ExportMesh(models[7].meshes[0], "poly.obj");
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//ExportMesh(models[8].meshes[0], "custom.obj");
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// NOTE: Generated meshes could be exported using ExportMesh()
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// Set checked texture as default diffuse component for all models material
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for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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