UnloadMaterial can also optionally free textures and shader.

This commit is contained in:
jussi
2024-09-25 20:54:32 +03:00
parent cd6471d339
commit 45e11be96a
10 changed files with 42 additions and 33 deletions

View File

@@ -43,7 +43,7 @@ function RL.init()
} )
model = RL.LoadModel( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
-- Unload old material.
RL.UnloadMaterial( RL.GetModelMaterial( model, 0 ) )
RL.UnloadMaterial( RL.GetModelMaterial( model, 0 ), true )
RL.SetModelMaterial( model, 0, material )
animations = RL.LoadModelAnimations( RL.GetBasePath().."../resources/iqm/monkey.iqm" )

View File

@@ -286,7 +286,7 @@ local function drawPlayer()
end
function RL.draw()
RL.ClearBackground( RL.RED )
RL.ClearBackground( RL.BLACK )
RL.BeginTextureMode( framebuffer )
drawMap()

View File

@@ -14,11 +14,10 @@ out vec4 finalColor;
// NOTE: Add here your custom variables
void main() {
// Texel color fetching from texture sampler
vec4 texelColor = texture( texture0, fragTexCoord );
// Texel color fetching from texture sampler
vec4 texelColor = texture( texture0, fragTexCoord );
// NOTE: Implement here your fragment shader code
// NOTE: Implement here your fragment shader code
finalColor = texelColor * colDiffuse;
finalColor = texelColor * colDiffuse;
}

View File

@@ -16,10 +16,10 @@ out vec4 fragColor;
// NOTE: Add here your custom variables
void main() {
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}