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Make the oribital camera work like it used to (it is not just a copy of third person) (#2926)
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@@ -80,7 +80,6 @@ int main(void)
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -85,7 +85,6 @@ int main(void)
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// Using just 1 point lights
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CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -86,7 +86,6 @@ int main(void)
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// Camera FOV is pre-calculated in the camera Distance.
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double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -94,7 +94,6 @@ int main(void)
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Material matDefault = LoadMaterialDefault();
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matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -112,7 +112,6 @@ int main(void)
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@@ -59,7 +59,6 @@ int main(void)
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.projection = CAMERA_PERSPECTIVE // Camera projection type
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};
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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