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Removed function: ResolveCollisionCubicmap()
Function was inefficient and should be rewritten from scratch, it probably neither belongs to this module but an example...
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@@ -839,9 +839,7 @@ RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a
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RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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RLAPI void UnloadModel(Model model); // Unload 3d model from memory
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RLAPI Mesh GenMeshCube(float width, float height, float depth); // Generate mesh: cube
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (from file)
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL)
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
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RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM
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@@ -862,8 +860,7 @@ RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
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// NOTE: Return the normal vector of the impacted surface
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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