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Release 6.1.0 (#253)

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Chris Dill 2024-06-20 19:00:06 +01:00 committed by GitHub
parent 6169614c11
commit d652823abb
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GPG Key ID: B5690EEEBB952194
4 changed files with 44 additions and 36 deletions

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@ -267,18 +267,19 @@ public class BasicPbr
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Unbind (disconnect) shader from car.material[0] // Unbind (disconnect) shader from car.material[0]
// to avoid UnloadMaterial() trying to unload it automatically // to avoid UnloadMaterial() trying to unload it automatically
car.Materials[0].Shader = new();
UnloadMaterial(car.Materials[0]); UnloadMaterial(car.Materials[0]);
car.Materials[0].Maps = null; car.Materials[0].Maps = null;
UnloadModel(car); UnloadModel(car);
floor.Materials[0].Shader = new();
UnloadMaterial(floor.Materials[0]); UnloadMaterial(floor.Materials[0]);
floor.Materials[0].Maps = null; floor.Materials[0].Maps = null;
UnloadModel(floor); UnloadModel(floor);
UnloadShader(shader); // Unload Shader UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context CloseWindow();
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;

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@ -48,42 +48,49 @@ public class WriteDepth
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital); // Main game loop
//---------------------------------------------------------------------------------- while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
//----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
BeginTextureMode(target);
ClearBackground(Color.White);
BeginMode3D(camera); // Draw into our custom render texture (framebuffer)
BeginShaderMode(shader); BeginTextureMode(target);
ClearBackground(Color.White);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red); BeginMode3D(camera);
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple); BeginShaderMode(shader);
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);
EndShaderMode(); DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
EndMode3D(); DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
EndTextureMode(); 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 EndShaderMode();
BeginDrawing(); EndMode3D();
ClearBackground(Color.RayWhite); EndTextureMode();
DrawTextureRec( // Draw custom render texture
target.Texture, BeginDrawing();
new Rectangle(0, 0, screenWidth, -screenHeight), ClearBackground(Color.RayWhite);
Vector2.Zero,
Color.White
);
DrawFPS(10, 10);
EndDrawing(); DrawTextureRec(
//---------------------------------------------------------------------------------- target.Texture,
new Rectangle(0, 0, screenWidth, -screenHeight),
Vector2.Zero,
Color.White
);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -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) [![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 ## 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. 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** **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/). 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/).

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@ -2,8 +2,8 @@
<PropertyGroup> <PropertyGroup>
<TargetRaylibTag>5.0</TargetRaylibTag> <TargetRaylibTag>5.0</TargetRaylibTag>
<Version>6.0.0</Version> <Version>6.1.0</Version>
<PackageVersion>6.0.0</PackageVersion> <PackageVersion>6.1.0</PackageVersion>
</PropertyGroup> </PropertyGroup>
</Project> </Project>