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Reword sentence for clarity
@ -112,7 +112,7 @@ typedef enum {
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#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
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#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
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```
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```
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When drawing, maps are internally bound or not depending on the availability:
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When drawing, maps may be internally bound depending on the availability:
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```c
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```c
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// Default material loading example
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// Default material loading example
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Material material = LoadMaterialDefault(); // Default shader assigned to material
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Material material = LoadMaterialDefault(); // Default shader assigned to material
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@ -120,14 +120,14 @@ material.maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("tex_diffuse.png");
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material.maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture("tex_specular.png"); // texture unit 1 activated (available in material shader)
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material.maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture("tex_specular.png"); // texture unit 1 activated (available in material shader)
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```
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```
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User can load any custom shader using provided `Material` and `Shader`structs:
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User can load any custom shader using provided `Material` and `Shader` structs:
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```c
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```c
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Material material = { 0 }; // Empty material
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Material material = { 0 }; // Empty material
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material.shader = LoadShader("custom_shader.vs", "custom_shader.fs");
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material.shader = LoadShader("custom_shader.vs", "custom_shader.fs");
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// Setup location points in case names are not predefined ones or more locations are required
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// Set up location points in case names are not predefined ones or more locations are required
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// Use: GetShaderLocation() and SetShaderValue*() functions
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// Use: GetShaderLocation() and SetShaderValue*() functions
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material.maps[0].texture = LoadTexture("tex_albedo.png");
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material.maps[0].texture = LoadTexture("tex_albedo.png");
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