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