change texture2d to texture

This commit is contained in:
CrackedPixel 2024-08-07 19:42:06 -05:00
commit 1c829e7b81
9 changed files with 73 additions and 73 deletions

View file

@ -49,7 +49,7 @@ int main(void)
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
Texture texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

View file

@ -277,7 +277,7 @@ int main(void)
} break;
case DEFERRED_POSITION:
{
DrawTextureRec((Texture2D){
DrawTextureRec((Texture){
.id = gBuffer.positionTexture,
.width = screenWidth,
.height = screenHeight,
@ -287,7 +287,7 @@ int main(void)
} break;
case DEFERRED_NORMAL:
{
DrawTextureRec((Texture2D){
DrawTextureRec((Texture){
.id = gBuffer.normalTexture,
.width = screenWidth,
.height = screenHeight,
@ -297,7 +297,7 @@ int main(void)
} break;
case DEFERRED_ALBEDO:
{
DrawTextureRec((Texture2D){
DrawTextureRec((Texture){
.id = gBuffer.albedoSpecTexture,
.width = screenWidth,
.height = screenHeight,

View file

@ -49,7 +49,7 @@ int main(void)
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
Texture texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
// Load shader for model
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader

View file

@ -83,7 +83,7 @@ int main(void)
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
Texture texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

View file

@ -38,7 +38,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
Texture fudesumi = LoadTexture("resources/fudesumi.png");
// Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version

View file

@ -36,7 +36,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
Image imBlank = GenImageColor(1024, 1024, BLANK);
Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
Texture texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
UnloadImage(imBlank);
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version

View file

@ -36,7 +36,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
Texture2D texture = LoadTexture("resources/fudesumi.png");
Texture texture = LoadTexture("resources/fudesumi.png");
Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));

View file

@ -46,7 +46,7 @@ int main(void)
Model model = LoadModelFromMesh(cube);
// Load a texture and assign to cube model
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
Texture texture = LoadTexture("resources/cubicmap_atlas.png");
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Set the texture tiling using a shader

View file

@ -41,7 +41,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
// Load texture texture to apply shaders
Texture2D texture = LoadTexture("resources/space.png");
Texture texture = LoadTexture("resources/space.png");
// Load shader and setup location points and values
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));