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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-06-30 19:03:42 -04:00

Release 6.1.0 (#253)

This commit is contained in:
2024-06-20 19:00:06 +01:00
committed by GitHub
parent 6169614c11
commit d652823abb
4 changed files with 44 additions and 36 deletions

View File

@ -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;

View File

@ -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
//--------------------------------------------------------------------------------------