mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-06-30 19:03:42 -04:00
Removed FormatText + SubText change
- Using built in string.Format instead of FormatText. - SubText changed to extension method for a string that uses Substring and a bound limit.
This commit is contained in:
@ -83,8 +83,8 @@ public partial class shaders_model_shader
|
||||
|
||||
DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
|
||||
|
||||
DrawText(FormatText("Camera3D position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
|
||||
DrawText(FormatText("Camera3D target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
|
||||
DrawText(string.Format("Camera3D position: ({0:0.00}, {0:0.00}, {0:0.00})", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
|
||||
DrawText(string.Format("Camera3D target: ({0:0.00}, {0:0.00}, {0:0.00})", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
@ -89,18 +89,18 @@ public partial class shaders_postprocessing
|
||||
Shader[] shaders = new Shader[MAX_POSTPRO_SHADERS];
|
||||
|
||||
// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
shaders[(int)PostproShader.FX_GRAYSCALE] = LoadShader(null, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_POSTERIZATION] = LoadShader(null, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_DREAM_VISION] = LoadShader(null, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_PIXELIZER] = LoadShader(null, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_CROSS_HATCHING] = LoadShader(null, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_CROSS_STITCHING] = LoadShader(null, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_PREDATOR_VIEW] = LoadShader(null, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_SCANLINES] = LoadShader(null, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_FISHEYE] = LoadShader(null, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_SOBEL] = LoadShader(null, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_BLOOM] = LoadShader(null, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_BLUR] = LoadShader(null, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_GRAYSCALE] = LoadShader(null, string.Format("resources/shaders/glsl{0}/grayscale.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_POSTERIZATION] = LoadShader(null, string.Format("resources/shaders/glsl{0}/posterization.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_DREAM_VISION] = LoadShader(null, string.Format("resources/shaders/glsl{0}/dream_vision.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_PIXELIZER] = LoadShader(null, string.Format("resources/shaders/glsl{0}/pixelizer.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_CROSS_HATCHING] = LoadShader(null, string.Format("resources/shaders/glsl{0}/cross_hatching.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_CROSS_STITCHING] = LoadShader(null, string.Format("resources/shaders/glsl{0}/cross_stitching.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_PREDATOR_VIEW] = LoadShader(null, string.Format("resources/shaders/glsl{0}/predator.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_SCANLINES] = LoadShader(null, string.Format("resources/shaders/glsl{0}/scanlines.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_FISHEYE] = LoadShader(null, string.Format("resources/shaders/glsl{0}/fisheye.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_SOBEL] = LoadShader(null, string.Format("resources/shaders/glsl{0}/sobel.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_BLOOM] = LoadShader(null, string.Format("resources/shaders/glsl{0}/bloom.fs", GLSL_VERSION));
|
||||
shaders[(int)PostproShader.FX_BLUR] = LoadShader(null, string.Format("resources/shaders/glsl{0}/blur.fs", GLSL_VERSION));
|
||||
|
||||
int currentShader = (int)PostproShader.FX_GRAYSCALE;
|
||||
|
||||
|
Reference in New Issue
Block a user