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-rw-r--r--examples/main_loop/ex_main_loop.c2
-rw-r--r--examples/property_animation/ex_property_animation.c5
2 files changed, 3 insertions, 4 deletions
diff --git a/examples/main_loop/ex_main_loop.c b/examples/main_loop/ex_main_loop.c
index 31514bf..8819f7c 100644
--- a/examples/main_loop/ex_main_loop.c
+++ b/examples/main_loop/ex_main_loop.c
@@ -22,7 +22,7 @@ int main() {
x += 0.01;
mat4 model = mat4_translation(vec3(x, 0, 0));
- gfx_backend_draw_frame(&core->renderer, &camera, model);
+ gfx_backend_draw_frame(&core->renderer, &camera, model, NULL);
// insert work here
diff --git a/examples/property_animation/ex_property_animation.c b/examples/property_animation/ex_property_animation.c
index 5ca0836..c548db4 100644
--- a/examples/property_animation/ex_property_animation.c
+++ b/examples/property_animation/ex_property_animation.c
@@ -83,12 +83,11 @@ int main() {
render_frame_begin(&core->renderer);
- mat4 model = mat4_translation(VEC3_ZERO);
quat rot = animation_sample(track.rotation, t).rotation;
// quat rot = quat_ident();
transform tf = transform_create(VEC3_ZERO, rot, 1.0);
-
- draw_model(&core->renderer, &game.camera, cube, tf, &our_scene);
+ mat4 model_tf = transform_to_mat(&tf);
+ draw_model(&core->renderer, &game.camera, cube, &model_tf, &our_scene);
// gfx_backend_draw_frame(&core->renderer, &game.camera, model, NULL);