Some tweaks

This commit is contained in:
raysan5 2017-07-25 18:09:58 +02:00
parent 1fcca40db5
commit c764b3d03e
3 changed files with 3 additions and 3 deletions

View File

@ -31,7 +31,7 @@ int main()
// NOTE: By default each cube is mapped to one part of texture atlas // NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position

View File

@ -71,7 +71,7 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawModel(model, VectorZero(), 1.0f, WHITE); DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawGrid(10, 1.0f); DrawGrid(10, 1.0f);

View File

@ -1979,7 +1979,7 @@ static Mesh LoadOBJ(const char *fileName)
// TODO: add binormals to mesh struct and assign buffers id and locations properly // TODO: add binormals to mesh struct and assign buffers id and locations properly
/* // Calculate vertex binormal /* // Calculate vertex binormal
Vector3 binormal = VectorSubtract(b1, b2); Vector3 binormal = Vector3Subtract(b1, b2);
Vector3Scale(&binormal, r); Vector3Scale(&binormal, r);
// Apply calculated binormals data to mesh struct // Apply calculated binormals data to mesh struct