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	WIP rcamera redesign vector (#2563)
* core functionality CAMERA_FREE * fix example * add remaining camera modes * add view bobbing * view bobbing * catch curser in SetCameraMode * adjust examples * fix compilation on linux * fix example text_draw_3d * actually fix text_draw_3d * Updated camera API * Improve Vector3RotateByAxisAngle() function * remove camera.mode dependency from low-level functions * remove camera.mode from struct * fixes after rebase * adjust examples for new UpdateCamera function * adjust example models_loading_m3d --------- Co-authored-by: Ray <raysan5@gmail.com>
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		| @@ -80,8 +80,7 @@ int main(void) | ||||
|     lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader); | ||||
|     lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader); | ||||
|  | ||||
|     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode | ||||
|  | ||||
|     DisableCursor();                        // Catch cursor | ||||
|     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second | ||||
|     //-------------------------------------------------------------------------------------- | ||||
|  | ||||
| @@ -90,7 +89,7 @@ int main(void) | ||||
|     { | ||||
|         // Update | ||||
|         //---------------------------------------------------------------------------------- | ||||
|         UpdateCamera(&camera); | ||||
|         UpdateCamera(&camera, CAMERA_ORBITAL); | ||||
|  | ||||
|         // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) | ||||
|         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; | ||||
|   | ||||
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