uluaGetBoundingBoxIndex, IsTextureReady.
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@@ -23,12 +23,7 @@ function RL.init()
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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-- camera = RL.CreateCamera3D()
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-- RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
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-- RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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-- RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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camera = Cam3D:new()
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camera:setPosition( { 0, 8, 16 } )
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camera:setTarget( { 0, 0, 0 } )
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camera:setUp( { 0, 1, 0 } )
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@@ -55,9 +50,7 @@ function RL.init()
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RL.GenTextureMipmaps( tileTexture )
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RL.SetTextureFilter( tileTexture, RL.TEXTURE_FILTER_TRILINEAR )
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lightmap = RL.LoadTexture( RL.GetBasePath().."../resources/images/lightmap.png" )
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RL.GenTextureMipmaps( lightmap )
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RL.SetTextureFilter( lightmap, RL.TEXTURE_FILTER_TRILINEAR )
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RL.SetTextureWrap( lightmap, RL.TEXTURE_WRAP_CLAMP )
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shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lightmap.vs",
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RL.GetBasePath().."../resources/shaders/glsl330/lightmap.fs" )
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@@ -108,5 +101,5 @@ function RL.draw()
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camera:beginMode3D()
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RL.DrawMesh( mesh, material, matrix )
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camera:endMode3D()
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camera:endMode3D()
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end
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