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18601f7619
@ -557,11 +557,6 @@ physac/physics_restitution: physac/physics_restitution.c
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# compile [physac] example - physics shatter
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physac/physics_shatter: physac/physics_shatter.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) $(PHYSAC_LIBS) -D$(PLATFORM)
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ifeq ($(PLATFORM),PLATFORM_ANDROID)
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external/native_app_glue.o : native_app_glue.c native_app_glue.h
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$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) -D$(SHAREDFLAG)
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endif
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# fix dylib install path name for each executable (MAC)
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fix_dylib:
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@ -15,7 +15,7 @@
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -22,7 +22,8 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
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InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator (Oculus Rift CV1 parameters)
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// Init VR simulator (Oculus Rift CV1 parameters)
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InitVrSimulator(GetVrDeviceInfo(HMD_OCULUS_RIFT_CV1));
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// Define the camera to look into our 3d world
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Camera camera;
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@ -2,7 +2,7 @@
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*
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* raylib [models] example - Cubicmap loading and drawing
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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@ -2,7 +2,7 @@
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*
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* raylib [models] example - Heightmap loading and drawing
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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@ -76,7 +76,7 @@ int main()
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
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dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
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dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -75,7 +75,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_33;PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\openal_soft\include;$(SolutionDir)..\..\src\external\glfw3\include;$(SolutionDir)..\..\src\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<CompileAs>CompileAsC</CompileAs>
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</ClCompile>
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<Link>
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19
src/models.c
19
src/models.c
@ -666,7 +666,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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// Vertices definition
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int vertexCount = resX*resZ*6; // 6 vertex by quad
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Vector3 vertices[vertexCount];
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Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
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for (int z = 0; z < resZ; z++)
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{
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// [-length/2, length/2]
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@ -680,11 +680,11 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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}
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// Normals definition
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Vector3 normals[vertexCount];
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Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
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for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
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// TexCoords definition
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Vector2 texcoords[vertexCount];
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Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2));
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for (int v = 0; v < resZ; v++)
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{
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for (int u = 0; u < resX; u++)
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@ -694,10 +694,10 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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}
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// Triangles definition (indices)
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int nbFaces = (resX - 1)*(resZ - 1);
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int triangles[nbFaces*6];
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int numFaces = (resX - 1)*(resZ - 1);
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int *triangles = (int *)malloc(numFaces*6*sizeof(int));
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int t = 0;
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for (int face = 0; face < nbFaces; face++)
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for (int face = 0; face < numFaces; face++)
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{
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// Retrieve lower left corner from face ind
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int i = face % (resX - 1) + (face/(resZ - 1)*resX);
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@ -712,7 +712,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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}
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mesh.vertexCount = vertexCount;
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mesh.triangleCount = nbFaces*2;
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mesh.triangleCount = numFaces*2;
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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@ -744,6 +744,11 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
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// Mesh indices array initialization
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for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
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free(vertices);
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free(normals);
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free(texcoords);
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free(triangles);
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#else // Use par_shapes library to generate plane mesh
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par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!!
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src/resources
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src/resources
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