void wait_initialize_shaders()
{
shader = LoadShader("./src/shaders/lighting.vs", "./src/shaders/lighting.fs");
- while(!IsShaderReady(shader)){}
+ while(!IsShaderValid(shader)){}
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
{
floor_image = LoadImage("./floor.png");
floor_albedo = LoadTexture("./floor_albedo.png");
- while(!IsImageReady(floor_image)){}
+ while(!IsImageValid(floor_image)){}
floor_scale_factor = (Vector3){1.0f/8.0f, 8.0f, 1.0f/8.0f};
floor_extent = Vector3Multiply(
floor_rotation_axis = vec3_zero;
floor_rotation = 0.0f;
- while(!IsTextureReady(floor_albedo)){}
+ while(!IsTextureValid(floor_albedo)){}
floor_texture = LoadTextureFromImage(floor_image);
- while(!IsTextureReady(floor_texture)){}
+ while(!IsTextureValid(floor_texture)){}
floor_meshes[0U] = GenMeshHeightmap(floor_image, vec3_unit);
floor_model = LoadModelFromMesh(floor_meshes[0]);
floor_model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = floor_albedo;
floor_model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].texture = floor_albedo;
floor_model.materials[0].shader = shader;
- while(!IsModelReady(floor_model)){}
+ while(!IsModelValid(floor_model)){}
}
/* Barrow resource setup. */
printf("barrow_position: {%f %f %f}\n", V3_UNROLL(barrow_position));
printf("barrow_size: {%f %f %f}\n", V3_UNROLL(barrow_extent));
- while(!IsImageReady(barrow_image)){}
- while(!IsTextureReady(barrow_albedo)){}
+ while(!IsImageValid(barrow_image)){}
+ while(!IsTextureValid(barrow_albedo)){}
barrow_texture = LoadTextureFromImage(barrow_image);
- while(!IsTextureReady(barrow_texture)){}
+ while(!IsTextureValid(barrow_texture)){}
barrow_meshes[0U] = GenMeshHeightmap(barrow_image, vec3_unit);
barrow_model = LoadModelFromMesh(barrow_meshes[0]);
barrow_model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].texture = barrow_albedo;
barrow_model.materials[0].shader = shader;
- while(!IsModelReady(barrow_model)){}
+ while(!IsModelValid(barrow_model)){}
}
/* Other resource setup. */
coffin_rotation_axis = (Vector3){0.0f, 0.0f, 0.0f};
coffin_rotation = 0.0f;
coffin_model = LoadModel("./assets/coffin_1.glb");
- while(!IsModelReady(coffin_model)){}
+ while(!IsModelValid(coffin_model)){}
coffin_model.materials[0].shader = shader;
hand_01_image = LoadImage("./assets/hand_2.png");
- while(!IsImageReady(hand_01_image)){}
+ while(!IsImageValid(hand_01_image)){}
hand_01_texture = LoadTextureFromImage(hand_01_image);
- while(!IsTextureReady(hand_01_texture)){}
+ while(!IsTextureValid(hand_01_texture)){}
hand_scale = 4.0f;
hand_position = (Vector2){0, fscreen_dims.y - (hand_01_image.height * hand_scale)};
hand_rotation = 0.0f;