change rendertexture2d to rendertexture

This commit is contained in:
CrackedPixel 2024-08-07 20:43:16 -05:00
commit 8b3d166e39

View file

@ -23,8 +23,8 @@
#define SHADOWMAP_RESOLUTION 1024
RenderTexture2D LoadShadowmapRenderTexture(int width, int height);
void UnloadShadowmapRenderTexture(RenderTexture2D target);
RenderTexture LoadShadowmapRenderTexture(int width, int height);
void UnloadShadowmapRenderTexture(RenderTexture target);
void DrawScene(Model cube, Model robot);
//------------------------------------------------------------------------------------
@ -78,7 +78,7 @@ int main(void)
int animCount = 0;
ModelAnimation* robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
RenderTexture shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
Camera3D lightCam = (Camera3D){ 0 };
lightCam.position = Vector3Scale(lightDir, -15.0f);
@ -199,9 +199,9 @@ int main(void)
return 0;
}
RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
RenderTexture LoadShadowmapRenderTexture(int width, int height)
{
RenderTexture2D target = { 0 };
RenderTexture target = { 0 };
target.id = rlLoadFramebuffer(); // Load an empty framebuffer
target.texture.width = width;
@ -233,7 +233,7 @@ RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
}
// Unload shadowmap render texture from GPU memory (VRAM)
void UnloadShadowmapRenderTexture(RenderTexture2D target)
void UnloadShadowmapRenderTexture(RenderTexture target)
{
if (target.id > 0)
{