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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-07-26 13:40:31 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-07-26 13:40:31 +1000
commite0a047ac1e2cf18c3b0f23f31f869eeda767503e (patch)
treea14e3eccec6e845778798fe24acc4c85f8e4da4b /examples/game_demo/game_demo.c
parentb28de1c7c87683b0645368f5393734f1db4ffd74 (diff)
try getting glfw passthrough and egui to work
Diffstat (limited to 'examples/game_demo/game_demo.c')
-rw-r--r--examples/game_demo/game_demo.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c
index 9688808..73c22ae 100644
--- a/examples/game_demo/game_demo.c
+++ b/examples/game_demo/game_demo.c
@@ -24,7 +24,7 @@ static const char* faces[6] = { "assets/demo/skybox/right.jpg", "assets/demo/sky
"assets/demo/skybox/front.jpg", "assets/demo/skybox/back.jpg" };
int main() {
- Core_Bringup();
+ Core_Bringup(NULL);
// TODO: Load humanoid model + weapon
// TODO: Animate it with WASD keys
@@ -33,7 +33,7 @@ int main() {
// TODO: Move camera with model
// --- Render Scene
- Vec3 camera_pos = vec3(0.0, 1.3, 3.0);
+ Vec3 camera_pos = vec3(0.0, 3.0, 3.0);
Camera cam = Camera_Create(camera_pos, VEC3_NEG_Z, VEC3_Y, 45.0);
SetCamera(cam); // update the camera in RenderScene