Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused Capacity field in FilePathList struct.
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4ae506033d
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0311272002
4 changed files with 4 additions and 9 deletions
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@ -113,7 +113,7 @@ public class Camera3dFirstPerson
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// Update camera computes movement internally depending on the camera mode
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// Update camera computes movement internally depending on the camera mode
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// Some default standard keyboard/mouse inputs are hardcoded to simplify use
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// Some default standard keyboard/mouse inputs are hardcoded to simplify use
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// For advance camera controls, it's reecommended to compute camera movement manually
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// For advance camera controls, it's reecommended to compute camera movement manually
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UpdateCamera(ref camera, CameraMode.Custom);
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UpdateCamera(ref camera, cameraMode);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -37,7 +37,7 @@ public class SkyboxDemo
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube);
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Model skybox = LoadModelFromMesh(cube);
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bool useHdr = true;
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bool useHdr = false;
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// Load skybox shader and set required locations
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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// NOTE: Some locations are automatically set at shader loading
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@ -156,7 +156,7 @@ public class BasicPbr
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PbrLightType.Point,
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PbrLightType.Point,
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new Vector3(1.0f, 1.0f, -2.0f),
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new Vector3(1.0f, 1.0f, -2.0f),
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new Vector3(0.0f, 0.0f, 0.0f),
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new Vector3(0.0f, 0.0f, 0.0f),
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Color.Black,
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Color.Blue,
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2.0f,
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2.0f,
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shader);
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shader);
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@ -232,7 +232,7 @@ public class BasicPbr
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var emissiveIntensity = 0.01f;
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var emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
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DrawModel(car, Vector3.Zero, 0.005f, Color.White); // Draw car model
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DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model
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// Draw spheres to show the lights positions
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// Draw spheres to show the lights positions
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for (var i = 0; i < 4; i++)
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for (var i = 0; i < 4; i++)
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@ -9,11 +9,6 @@ namespace Raylib_cs;
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct FilePathList
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public unsafe struct FilePathList
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{
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{
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/// <summary>
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/// Filepaths max entries
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/// </summary>
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public uint Capacity;
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/// <summary>
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/// <summary>
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/// Filepaths entries count
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/// Filepaths entries count
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/// </summary>
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/// </summary>
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