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-rw-r--r--examples/input/ex_input.c3
-rw-r--r--examples/main_loop/ex_main_loop.c5
2 files changed, 6 insertions, 2 deletions
diff --git a/examples/input/ex_input.c b/examples/input/ex_input.c
index 7ead3ec..0e72c16 100644
--- a/examples/input/ex_input.c
+++ b/examples/input/ex_input.c
@@ -12,7 +12,8 @@
typedef struct game_state {
camera camera;
vec3 camera_euler;
- bool first_mouse_update; // so the camera doesnt lurch when you run the first process_camera_rotation
+ bool first_mouse_update; // so the camera doesnt lurch when you run the first
+ // process_camera_rotation
} game_state;
void update_camera_rotation(input_state* input, game_state* game, camera* cam);
diff --git a/examples/main_loop/ex_main_loop.c b/examples/main_loop/ex_main_loop.c
index 25dbf4a..31514bf 100644
--- a/examples/main_loop/ex_main_loop.c
+++ b/examples/main_loop/ex_main_loop.c
@@ -1,5 +1,6 @@
#include <glfw3.h>
+#include "camera.h"
#include "core.h"
#include "maths.h"
#include "render.h"
@@ -8,6 +9,8 @@
int main() {
core* core = core_bringup();
+ camera camera = camera_create(vec3_create(0, 0, 20), VEC3_NEG_Z, VEC3_Y, deg_to_rad(45.0));
+
// Main loop
while (!glfwWindowShouldClose(core->renderer.window)) {
input_update(&core->input);
@@ -19,7 +22,7 @@ int main() {
x += 0.01;
mat4 model = mat4_translation(vec3(x, 0, 0));
- gfx_backend_draw_frame(&core->renderer, model);
+ gfx_backend_draw_frame(&core->renderer, &camera, model);
// insert work here