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-rw-r--r--examples/gltf_loading/ex_gltf_loading.c14
-rw-r--r--examples/transforms/ex_transforms.c2
2 files changed, 6 insertions, 10 deletions
diff --git a/examples/gltf_loading/ex_gltf_loading.c b/examples/gltf_loading/ex_gltf_loading.c
index 900cf1b..fa74ada 100644
--- a/examples/gltf_loading/ex_gltf_loading.c
+++ b/examples/gltf_loading/ex_gltf_loading.c
@@ -25,12 +25,10 @@ int main() {
core* core = core_bringup();
- model_handle cube_handle =
+ model_handle helmet_handle =
model_load_gltf(core, "assets/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf", false);
- // model_handle cube_handle = model_load_gltf(core, "assets/models/gltf/scifi_girl/scene.gltf",
- // false);
- model* cube = &core->models->data[cube_handle.raw];
- model_upload_meshes(&core->renderer, cube);
+ model* helmet = &core->models->data[helmet_handle.raw];
+ model_upload_meshes(&core->renderer, helmet);
vec3 camera_pos = vec3(5., 0., 0.);
vec3 camera_front = vec3_normalise(vec3_negate(camera_pos));
@@ -61,7 +59,6 @@ int main() {
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
input_update(&core->input);
- // threadpool_process_results(&core->threadpool, 1);
render_frame_begin(&core->renderer);
@@ -70,10 +67,9 @@ int main() {
static f32 rot_speed = 0.5;
quat rot = quat_from_axis_angle(VEC3_Z, fmod(angle, TAU), true);
angle += (rot_speed * deltaTime);
- transform model_tf = transform_create(vec3(0.0, 0.1, -0.1), rot,
- 1.8); // make the backpack a bit bigger
+ transform model_tf = transform_create(vec3(0.0, 0.1, -0.1), rot, 1.8);
mat4 model = transform_to_mat(&model_tf);
- draw_model(&core->renderer, &cam, cube, &model, &our_scene);
+ draw_model(&core->renderer, &cam, helmet, &model, &our_scene);
render_frame_end(&core->renderer);
}
diff --git a/examples/transforms/ex_transforms.c b/examples/transforms/ex_transforms.c
index 689c49d..fc225b4 100644
--- a/examples/transforms/ex_transforms.c
+++ b/examples/transforms/ex_transforms.c
@@ -5,7 +5,7 @@
#include "maths_types.h"
#include "mem.h"
#include "render.h"
-#include "render_types.h"
+// #include "render_types.h"
#include "transform_hierarchy.h"
const vec3 pointlight_positions[4] = {