Corrected some issues
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6546474fa4
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@ -26,7 +26,7 @@ int main()
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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Mesh mesh = GenMeshCubicmap(image, VectorOne());
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Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
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Model model = LoadModelFromMesh(mesh, false);
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// NOTE: By default each cube is mapped to one part of texture atlas
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@ -627,10 +627,10 @@ Mesh LoadMesh(const char *fileName)
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#if defined(SUPPORT_FILEFORMAT_OBJ)
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if (IsFileExtension(fileName, ".obj")) mesh = LoadOBJ(fileName);
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#else
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TraceLog(WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
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TraceLog(LOG_WARNING, "[%s] Mesh fileformat not supported, it can't be loaded", fileName);
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#endif
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if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded");
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if (mesh.vertexCount == 0) TraceLog(LOG_WARNING, "Mesh could not be loaded");
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else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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// TODO: Initialize default mesh data in case loading fails, maybe a cube?
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@ -1269,7 +1269,7 @@ Material LoadMaterial(const char *fileName)
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#if defined(SUPPORT_FILEFORMAT_MTL)
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if (IsFileExtension(fileName, ".mtl")) material = LoadMTL(fileName);
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#else
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TraceLog(WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
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TraceLog(LOG_WARNING, "[%s] Material fileformat not supported, it can't be loaded", fileName);
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#endif
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return material;
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@ -338,7 +338,7 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade
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static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
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static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
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static void UnLoadShaderDefault(void); // Unload default shader
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static void UnloadShaderDefault(void); // Unload default shader
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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@ -1532,7 +1532,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v
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case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
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case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
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case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
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default: TraceLog(WARNING, "Texture format updating not supported"); break;
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default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
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}
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#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
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@ -1545,7 +1545,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v
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case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break;
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case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break;
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case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break;
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default: TraceLog(WARNING, "Texture format updating not supported"); break;
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default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break;
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}
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#endif
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}
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@ -3454,7 +3454,7 @@ static Shader LoadShaderDefault(void)
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shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
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shader.locs[LOC_TEXMAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
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}
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else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
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else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
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return shader;
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}
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