Replaced skybox HDR image

Note that HDR exposured possibilities are not used on this example...
This commit is contained in:
Ray 2018-06-21 00:50:03 +02:00
parent d573a5ad60
commit c3b948b1b2
3 changed files with 2 additions and 2 deletions

View File

@ -36,12 +36,12 @@ int main()
Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1); SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
Texture2D texHDR = LoadTexture("resources/pinetree.hdr"); Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512); skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
UnloadShader(shdrCubemap); // Cubemap generation shader not required any more UnloadShader(shdrCubemap); // Cubemap generation shader not required any more
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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