Updated examples to make them clearer
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@ -22,7 +22,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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// Generates some random columns
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// Generates some random columns
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@ -22,9 +22,9 @@ int main()
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera;
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Camera camera;
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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@ -22,9 +22,9 @@ int main()
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera;
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Camera camera;
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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@ -21,7 +21,10 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera;
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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@ -55,6 +55,10 @@ int main()
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
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// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
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// sourceRec defines the part of the texture we use for drawing
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// destRec defines the rectangle where our texture part will fit (scaling it to fit)
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// origin defines the point of the texture used as reference for rotation and scaling
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// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
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DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
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DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
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DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
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