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authorJoshua Rowe <17525998+omnisci3nce@users.noreply.github.com>2024-03-11 15:42:37 +1100
committerGitHub <noreply@github.com>2024-03-11 15:42:37 +1100
commit7b9ef1066e49fe3e0c7791e097b26445f0f35f3d (patch)
tree1b0d3222a8b37e12a8b128861bac6ad380228362 /examples
parent8019f49a4b0d657f882c148ae6582da78a7d2262 (diff)
parent25fc6a03a3c78c755e8b00c481c7d71da6e145c4 (diff)
Merge pull request #6 from omnisci3nce/cel-49-directory-name-function-posix
Support relative path in loaders using a wrapper around dirname()
Diffstat (limited to 'examples')
-rw-r--r--examples/obj_loading/ex_obj_loading.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/examples/obj_loading/ex_obj_loading.c b/examples/obj_loading/ex_obj_loading.c
index d250857..bdadd7e 100644
--- a/examples/obj_loading/ex_obj_loading.c
+++ b/examples/obj_loading/ex_obj_loading.c
@@ -13,16 +13,17 @@ int main() {
// --- Set up our scene
// 1. load model from disk
- model_handle cube_handle = model_load_obj(core, "assets/models/obj/cube/cube.obj", true);
- model* cube = &core->models->data[cube_handle.raw];
+ model_handle backpack_handle =
+ model_load_obj(core, "assets/models/obj/backpack/backpack.obj", true);
+ model* backpack = &core->models->data[backpack_handle.raw];
// 2. upload vertex data to gpu
- model_upload_meshes(&core->renderer, cube);
+ model_upload_meshes(&core->renderer, backpack);
// 3. create a camera
vec3 camera_pos = vec3(3., 4., 10.);
vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
camera cam = camera_create(camera_pos, camera_front, VEC3_Y, deg_to_rad(45.0));
- // Main loop
+ // --- Enter Main loop
while (!glfwWindowShouldClose(core->renderer.window)) {
input_update(&core->input);
threadpool_process_results(&core->threadpool, 1);
@@ -31,8 +32,8 @@ int main() {
// Draw the cube
transform cube_tf =
- transform_create(VEC3_ZERO, quat_ident(), 2.5); // make the cube a bit bigger
- draw_model(&core->renderer, &cam, cube, cube_tf);
+ transform_create(VEC3_ZERO, quat_ident(), 2.0); // make the backpack a bit bigger
+ draw_model(&core->renderer, &cam, backpack, cube_tf);
render_frame_end(&core->renderer);
}