diff --git a/examples/core_3d_camera_first_person.c b/examples/core_3d_camera_first_person.c index 8a092275..2b8dc7fc 100644 --- a/examples/core_3d_camera_first_person.c +++ b/examples/core_3d_camera_first_person.c @@ -22,7 +22,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); - // Define the camera to look into our 3d world + // Define the camera to look into our 3d world (position, target, up vector) Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; // Generates some random columns diff --git a/examples/core_3d_camera_free.c b/examples/core_3d_camera_free.c index df1b480c..4b45373d 100644 --- a/examples/core_3d_camera_free.c +++ b/examples/core_3d_camera_free.c @@ -22,10 +22,10 @@ int main() // Define the camera to look into our 3d world Camera camera; - camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - + camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; SetCameraMode(CAMERA_FREE); // Set a free camera mode diff --git a/examples/core_3d_mode.c b/examples/core_3d_mode.c index 40415fea..7be5dd45 100644 --- a/examples/core_3d_mode.c +++ b/examples/core_3d_mode.c @@ -22,9 +22,9 @@ int main() // Define the camera to look into our 3d world Camera camera; - camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/core_3d_picking.c b/examples/core_3d_picking.c index 9a6cc138..fdf77030 100644 --- a/examples/core_3d_picking.c +++ b/examples/core_3d_picking.c @@ -21,7 +21,10 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + Camera camera; + camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; diff --git a/examples/textures_srcrec_dstrec.c b/examples/textures_srcrec_dstrec.c index 58917421..6d824ce6 100644 --- a/examples/textures_srcrec_dstrec.c +++ b/examples/textures_srcrec_dstrec.c @@ -55,6 +55,10 @@ int main() ClearBackground(RAYWHITE); // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw + // sourceRec defines the part of the texture we use for drawing + // destRec defines the rectangle where our texture part will fit (scaling it to fit) + // origin defines the point of the texture used as reference for rotation and scaling + // rotation defines the texture rotation (using origin as rotation point) DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE); DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);