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WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
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@ -17,7 +17,7 @@
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*
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* NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
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* in the same position as they would be in edit mode and the scale of your models is
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* set to 0. Scaling can be done from the export menu.
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* set to 0. Scaling can be done from the export menu
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*
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********************************************************************************************/
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@ -40,7 +40,7 @@ int main(void)
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
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// Entire billboard texture, source is used to take a segment from a larger texture.
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// Entire billboard texture, source is used to take a segment from a larger texture
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Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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// NOTE: Billboard locked on axis-Y
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@ -54,7 +54,7 @@ int main(void)
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Vector2 origin = Vector2Scale(size, 0.5f);
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// Distance is needed for the correct billboard draw order
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// Larger distance (further away from the camera) should be drawn prior to smaller distance.
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// Larger distance (further away from the camera) should be drawn prior to smaller distance
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float distanceStatic;
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float distanceRotating;
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float rotation = 0.0f;
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@ -7,11 +7,11 @@
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* NOTE: raylib supports multiple models file formats:
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*
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* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
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* if files references some .mtl materials file, it will be loaded (or try to).
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* if files references some .mtl materials file, it will be loaded (or try to)
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* - GLTF > Text/binary file format. Includes lot of information and it could
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* also reference external files, raylib will try loading mesh and materials data.
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* also reference external files, raylib will try loading mesh and materials data
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* - IQM > Binary file format. Includes mesh vertex data but also animation data,
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* raylib can load .iqm animations.
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* raylib can load .iqm animations
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* - VOX > Binary file format. MagikaVoxel mesh format:
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* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
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* - M3D > Binary file format. Model 3D format:
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@ -119,7 +119,7 @@ int main(void)
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// without a -1, we would always draw a cube at the origin
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for (int i = 0; i < model.boneCount - 1; i++)
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{
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// By default the model is loaded in bind-pose by LoadModel().
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// By default the model is loaded in bind-pose by LoadModel()
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// But if UpdateModelAnimation() has been called at least once
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// then the model is already in animation pose, so we need the animated skeleton
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if (!animPlaying || !animsCount)
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