Merge pull request #26 from raysan5/develop

Develop branch integration
This commit is contained in:
Ray 2015-08-31 01:16:34 +02:00
commit 60194753d7
102 changed files with 2443 additions and 423 deletions

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@ -12,6 +12,8 @@ Release: raylib 1.3.0 (01 September 2015)
NOTE: NOTE:
This version supposed a big boost for raylib, new modules have been added with lots of features. This version supposed a big boost for raylib, new modules have been added with lots of features.
Most of the modules have been completely reviewed to accomodate to the new features. Most of the modules have been completely reviewed to accomodate to the new features.
Over 50 new functions have been added to previous raylib version.
Most of the examples have been redone and 10 new advanced examples have been added.
BIG changes: BIG changes:
[camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person [camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person
@ -27,6 +29,7 @@ smaller changes:
[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden() [core] Added functions ShowCursor(), HideCursor(), IsCursorHidden()
[core] Renamed function SetFlags() to SetConfigFlags() [core] Renamed function SetFlags() to SetConfigFlags()
[shapes] Simplified some functions to improve performance [shapes] Simplified some functions to improve performance
[textures] Review of Image struct to support multiple data formats
[textures] Added function LoadImageEx() [textures] Added function LoadImageEx()
[textures] Added function LoadImageRaw() [textures] Added function LoadImageRaw()
[textures] Added function LoadTextureEx() [textures] Added function LoadTextureEx()
@ -37,6 +40,8 @@ smaller changes:
[textures] Added function ImageConvertFormat() [textures] Added function ImageConvertFormat()
[textures] Added function GenTextureMipmaps() [textures] Added function GenTextureMipmaps()
[text] Added support for Latin-1 Extended characters for default font [text] Added support for Latin-1 Extended characters for default font
[text] Redesigned SpriteFont struct, replaced Character struct by Rectangle
[text] Removed function GetFontBaseSize(), use directly spriteFont.size
[models] Review of struct: Model (added shaders support) [models] Review of struct: Model (added shaders support)
[models] Added 3d collision functions (sphere vs sphere vs box vs box) [models] Added 3d collision functions (sphere vs sphere vs box vs box)
[models] Added function DrawCubeTexture() [models] Added function DrawCubeTexture()

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@ -87,10 +87,10 @@ assigned to models or used as fullscreen postrocessing shaders.
Textures module has been improved to support most of the internal texture formats available in OpenGL Textures module has been improved to support most of the internal texture formats available in OpenGL
(RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT). (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT).
New camera module offers the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, third person), New camera module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person).
very easy to use, just calling functions: SetCameraMode() and UpdateCamera(). Camera modes are very easy to use, just calling functions: SetCameraMode() and UpdateCamera().
New gestures module simplifies getures detection on Android and HTML5 programs. New gestures module simplifies gestures detection on Android and HTML5 programs.
New IMGUI (Immediate Mode GUI) module: raygui, offers a set of functions to create simple user interfaces, New IMGUI (Immediate Mode GUI) module: raygui, offers a set of functions to create simple user interfaces,
primary intended for tools development, still in experimental state but already fully functional. primary intended for tools development, still in experimental state but already fully functional.
@ -277,7 +277,7 @@ If you are using raylib and you enjoy it, please, [let me know][raysan5].
If you feel you can help, then, [helpme!](http://www.raylib.com/helpme.htm) If you feel you can help, then, [helpme!](http://www.raylib.com/helpme.htm)
acknowledgments acknowledgements
--------------- ---------------
The following people have contributed in some way to make raylib project a reality. Big thanks to them! The following people have contributed in some way to make raylib project a reality. Big thanks to them!
@ -288,9 +288,9 @@ The following people have contributed in some way to make raylib project a reali
- Marc Palau for implementating and testing of 3D shapes functions and helping on development of camera and getures modules. - Marc Palau for implementating and testing of 3D shapes functions and helping on development of camera and getures modules.
- Kevin Gato for improving texture internal formats support and helping on raygui development. - Kevin Gato for improving texture internal formats support and helping on raygui development.
- Daniel Nicolas for improving texture internal formats support and helping on raygui development. - Daniel Nicolas for improving texture internal formats support and helping on raygui development.
- Marc Agüera for testing and using raylib on a real product (Koala Seasons) - Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Moreno for testing and using raylib on a real product (Koala Seasons) - Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product (Koala Seasons) - Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Sergio Martinez for helping on raygui development and tools development. - Sergio Martinez for helping on raygui development and tools development.

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@ -7,7 +7,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -0,0 +1,91 @@
/*******************************************************************************************
*
* raylib [core] example - 3d camera first person
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_COLUMNS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
// Generates some random columns
float heights[MAX_COLUMNS];
Vector3 positions[MAX_COLUMNS] = { 0.0, 2.5, 0.0 };
Color colors[MAX_COLUMNS];
for (int i = 0; i < MAX_COLUMNS; i++)
{
heights[i] = (float)GetRandomValue(1, 12);
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
Vector3 playerPosition = { 4, 2, 4 }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
// Draw some cubes around
for (int i = 0; i < MAX_COLUMNS; i++)
{
DrawCube(positions[i], 2, heights[i], 2, colors[i]);
DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
}
End3dMode();
DrawText("First person camera default controls:", 20, 20, 10, GRAY);
DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
DrawText("- Mouse move to lokk around", 40, 70, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,75 @@
/*******************************************************************************************
*
* raylib [core] example - Initialize 3d camera free
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(WHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, RED);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
DrawGrid(10.0, 1.0);
End3dMode();
DrawText("Free camera default controls:", 20, 20, 10, GRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -2,10 +2,10 @@
* *
* raylib [core] example - Picking in 3d mode * raylib [core] example - Picking in 3d mode
* *
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* *
********************************************************************************************/ ********************************************************************************************/
@ -23,23 +23,30 @@ int main()
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Vector3 cubePosition = { 0.0, 0.0, 0.0 }; Vector3 cubePosition = { 0.0, 1.0, 0.0 };
Ray pickingLine; Ray ray; // Picking line ray
SetCameraMode(CAMERA_FREE); SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetTargetFPS(60); SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
camera = UpdateCamera(0); UpdateCamera(&camera); // Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) pickingLine = GetMouseRay(GetMousePosition(), camera); if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// NOTE: This function is NOT WORKING properly!
ray = GetMouseRay(GetMousePosition(), camera);
// TODO: Check collision between ray and box
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -50,15 +57,17 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawCube(cubePosition, 2, 2, 2, RED); DrawCube(cubePosition, 2, 2, 2, GRAY);
DrawCubeWires(cubePosition, 2, 2, 2, MAROON); DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY);
DrawGrid(10.0, 1.0); DrawGrid(10.0, 1.0);
DrawRay(pickingLine, MAROON); DrawRay(ray, MAROON);
End3dMode(); End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();

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@ -15,7 +15,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -0,0 +1,74 @@
/*******************************************************************************************
*
* raylib [core] example - Windows drop files
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0;
char **droppedFiles;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
droppedFiles = GetDroppedFiles(&count);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < count; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
}
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -8,7 +8,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.0 (www.raylib.com) * This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -5,7 +5,7 @@
* This test has been created using raylib 1.1 (www.raylib.com) * This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.1 (www.raylib.com) * This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2014 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -2,10 +2,10 @@
* *
* raylib [models] example - Drawing billboards * raylib [models] example - Drawing billboards
* *
* This example has been created using raylib 1.2 (www.raylib.com) * This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * Copyright (c) 2015 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -21,24 +21,24 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
Texture2D lena = LoadTexture("resources/lena.png"); // Our texture for billboard Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Rectangle eyesRec = { 225, 240, 155, 50 }; // Part of the texture to draw Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard
Vector3 billPosition = { 0.0, 0.0, 0.0 }; // Position where draw billboard
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsKeyDown(KEY_LEFT)) camera.position.x -= 0.2; UpdateCamera(&camera); // Update internal camera and our camera
if (IsKeyDown(KEY_RIGHT)) camera.position.x += 0.2;
if (IsKeyDown(KEY_UP)) camera.position.y -= 0.2;
if (IsKeyDown(KEY_DOWN)) camera.position.y += 0.2;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -49,8 +49,7 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
//DrawBillboard(camera, lena, billPosition, 1.0, WHITE); DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
DrawBillboardRec(camera, lena, eyesRec, billPosition, 4.0, WHITE);
DrawGrid(10.0, 1.0); // Draw a grid DrawGrid(10.0, 1.0); // Draw a grid
@ -64,7 +63,7 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(lena); // Unload texture UnloadTexture(bill); // Unload texture
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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