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https://github.com/raylib-cs/raylib-cs
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Release 6.1.0 (#253)
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@ -267,18 +267,19 @@ public class BasicPbr
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//--------------------------------------------------------------------------------------
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// Unbind (disconnect) shader from car.material[0]
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// to avoid UnloadMaterial() trying to unload it automatically
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car.Materials[0].Shader = new();
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UnloadMaterial(car.Materials[0]);
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car.Materials[0].Maps = null;
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UnloadModel(car);
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floor.Materials[0].Shader = new();
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UnloadMaterial(floor.Materials[0]);
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floor.Materials[0].Maps = null;
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UnloadModel(floor);
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UnloadShader(shader); // Unload Shader
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UnloadShader(shader);
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CloseWindow(); // Close window and OpenGL context
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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@ -48,42 +48,49 @@ public class WriteDepth
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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//----------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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ClearBackground(Color.White);
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// Draw
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//----------------------------------------------------------------------------------
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BeginMode3D(camera);
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BeginShaderMode(shader);
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// Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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ClearBackground(Color.White);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
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DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
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DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
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DrawGrid(10, 1.0f);
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BeginMode3D(camera);
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BeginShaderMode(shader);
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EndShaderMode();
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EndMode3D();
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EndTextureMode();
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
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DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
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DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
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DrawGrid(10, 1.0f);
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// Draw custom render texture
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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EndShaderMode();
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EndMode3D();
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EndTextureMode();
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, screenWidth, -screenHeight),
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Vector2.Zero,
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Color.White
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);
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DrawFPS(10, 10);
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// Draw custom render texture
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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EndDrawing();
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//----------------------------------------------------------------------------------
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, screenWidth, -screenHeight),
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Vector2.Zero,
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Color.White
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);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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