From d652823abbeb79e0c3d87a01eafa1abc5da71ff1 Mon Sep 17 00:00:00 2001 From: Chris Dill Date: Thu, 20 Jun 2024 19:00:06 +0100 Subject: [PATCH] Release 6.1.0 (#253) --- Examples/Shaders/BasicPbr.cs | 7 ++-- Examples/Shaders/WriteDepth.cs | 65 +++++++++++++++++++--------------- README.md | 4 +-- Raylib-cs/Build.props | 4 +-- 4 files changed, 44 insertions(+), 36 deletions(-) diff --git a/Examples/Shaders/BasicPbr.cs b/Examples/Shaders/BasicPbr.cs index 7ac4936..94c7bb7 100644 --- a/Examples/Shaders/BasicPbr.cs +++ b/Examples/Shaders/BasicPbr.cs @@ -267,18 +267,19 @@ public class BasicPbr //-------------------------------------------------------------------------------------- // Unbind (disconnect) shader from car.material[0] // to avoid UnloadMaterial() trying to unload it automatically - + car.Materials[0].Shader = new(); UnloadMaterial(car.Materials[0]); car.Materials[0].Maps = null; UnloadModel(car); + floor.Materials[0].Shader = new(); UnloadMaterial(floor.Materials[0]); floor.Materials[0].Maps = null; UnloadModel(floor); - UnloadShader(shader); // Unload Shader + UnloadShader(shader); - CloseWindow(); // Close window and OpenGL context + CloseWindow(); //-------------------------------------------------------------------------------------- return 0; diff --git a/Examples/Shaders/WriteDepth.cs b/Examples/Shaders/WriteDepth.cs index 193c573..fee44d4 100644 --- a/Examples/Shaders/WriteDepth.cs +++ b/Examples/Shaders/WriteDepth.cs @@ -48,42 +48,49 @@ public class WriteDepth SetTargetFPS(60); //-------------------------------------------------------------------------------------- - UpdateCamera(ref camera, CameraMode.Orbital); - //---------------------------------------------------------------------------------- + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(ref camera, CameraMode.Orbital); + //---------------------------------------------------------------------------------- - // Draw - //---------------------------------------------------------------------------------- - // Draw into our custom render texture (framebuffer) - BeginTextureMode(target); - ClearBackground(Color.White); + // Draw + //---------------------------------------------------------------------------------- - BeginMode3D(camera); - BeginShaderMode(shader); + // Draw into our custom render texture (framebuffer) + BeginTextureMode(target); + ClearBackground(Color.White); - DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red); - DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple); - DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen); - DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow); - DrawGrid(10, 1.0f); + BeginMode3D(camera); + BeginShaderMode(shader); - EndShaderMode(); - EndMode3D(); - EndTextureMode(); + DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red); + DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple); + DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen); + DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow); + DrawGrid(10, 1.0f); - // Draw custom render texture - BeginDrawing(); - ClearBackground(Color.RayWhite); + EndShaderMode(); + EndMode3D(); + EndTextureMode(); - DrawTextureRec( - target.Texture, - new Rectangle(0, 0, screenWidth, -screenHeight), - Vector2.Zero, - Color.White - ); - DrawFPS(10, 10); + // Draw custom render texture + BeginDrawing(); + ClearBackground(Color.RayWhite); - EndDrawing(); - //---------------------------------------------------------------------------------- + DrawTextureRec( + target.Texture, + new Rectangle(0, 0, screenWidth, -screenHeight), + Vector2.Zero, + Color.White + ); + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } // De-Initialization //-------------------------------------------------------------------------------------- diff --git a/README.md b/README.md index 9708e81..17d9369 100644 --- a/README.md +++ b/README.md @@ -12,7 +12,7 @@ C# bindings for raylib, a simple and easy-to-use library to learn videogames pro [![Build](https://github.com/ChrisDill/Raylib-cs/workflows/Build/badge.svg)](https://github.com/ChrisDill/Raylib-cs/actions?query=workflow%3ABuild) -Raylib-cs targets net5.0 and net6.0 and uses the [official 5.0 release](https://github.com/raysan5/raylib/releases/tag/5.0) to build the native libraries. +Raylib-cs targets net6.0 and uses the [official 5.0 release](https://github.com/raysan5/raylib/releases/tag/5.0) to build the native libraries. ## Installation - NuGet @@ -43,7 +43,7 @@ the command won't work. 2. Add [Raylib-cs/Raylib-cs.csproj](Raylib-cs/Raylib-cs.csproj) to your project as an existing project. -3. Download the native libraries for the platforms you want to build for using the [official 5.0 release](https://github.com/raysan5/raylib/releases/tag/5.0). +3. Download/build the native libraries for the platforms you want using the [official 5.0 release](https://github.com/raysan5/raylib/releases/tag/5.0). **NOTE: the MSVC version is required for Windows platforms** 4. Setup the native libraries so they are in the same directory as the executable/can be found in the [search path](https://www.mono-project.com/docs/advanced/pinvoke/). diff --git a/Raylib-cs/Build.props b/Raylib-cs/Build.props index 2fdb0c1..6542c04 100644 --- a/Raylib-cs/Build.props +++ b/Raylib-cs/Build.props @@ -2,8 +2,8 @@ 5.0 - 6.0.0 - 6.0.0 + 6.1.0 + 6.1.0 \ No newline at end of file