diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 583ac0e1d..504447ac1 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -51,9 +51,7 @@ int main(void) colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 }; } - // Catch cursor - DisableCursor(); - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/core/core_3d_camera_free.c b/examples/core/core_3d_camera_free.c index fe47d76c6..cf7409449 100644 --- a/examples/core/core_3d_camera_free.c +++ b/examples/core/core_3d_camera_free.c @@ -35,8 +35,6 @@ int main(void) Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; - SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode - SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -45,7 +43,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FREE); if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; //---------------------------------------------------------------------------------- diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c index 0fb1f9d97..0aa33af4d 100644 --- a/examples/core/core_3d_picking.c +++ b/examples/core/core_3d_picking.c @@ -40,8 +40,7 @@ int main(void) RayCollision collision = { 0 }; - SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode - EnableCursor(); // Disable camera controls + EnableCursor(); // Disable camera controls SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -51,7 +50,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - if (IsCursorHidden()) UpdateCamera(&camera); // Update camera + if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera // Toggle camera controls if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index 59c153a91..14ce0be25 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -96,11 +96,11 @@ int main(void) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector camera.fovy = 60.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera type + camera.swingCounter = 1; // Enable view bobbing Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; - SetCameraMode(&camera, CAMERA_FIRST_PERSON); // Set first person camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(90); // Set our game to run at 90 frames-per-second //-------------------------------------------------------------------------------------- @@ -109,7 +109,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c index f67a0591c..a869cad74 100644 --- a/examples/core/core_world_screen.c +++ b/examples/core/core_world_screen.c @@ -36,8 +36,7 @@ int main(void) Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Vector2 cubeScreenPosition = { 0.0f, 0.0f }; - SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -46,7 +45,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_THIRD_PERSON); // Calculate cube screen space position (with a little offset to be in top) cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera); diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index e9c38eec2..a11efb300 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -54,8 +54,7 @@ int main(void) ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount); int animFrameCounter = 0; - SetCameraMode(&camera, CAMERA_FREE); // Set free camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -64,7 +63,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Play animation when spacebar is held down if (IsKeyDown(KEY_SPACE)) diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c index 7f399e073..985f82ad8 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard.c @@ -36,8 +36,7 @@ int main(void) Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard - SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -46,7 +45,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index 0cd49f629..f2bb40bfe 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -42,8 +42,7 @@ int main(void) UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM - SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -52,7 +51,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c index df52b62eb..90f224b98 100644 --- a/examples/models/models_first_person_maze.c +++ b/examples/models/models_first_person_maze.c @@ -45,8 +45,7 @@ int main(void) Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position - SetCameraMode(&camera, CAMERA_FIRST_PERSON); // Set camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -57,7 +56,7 @@ int main(void) //---------------------------------------------------------------------------------- Vector3 oldCamPos = camera.position; // Store old camera position - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Check player collision (we simplify to 2D collision detection) Vector2 playerPos = { camera.position.x, camera.position.z }; diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c index 6561af881..1bdee0b90 100644 --- a/examples/models/models_heightmap.c +++ b/examples/models/models_heightmap.c @@ -39,8 +39,7 @@ int main(void) UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM - SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -49,7 +48,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index ac44c78e2..23b5ab28f 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -57,10 +57,9 @@ int main(void) // NOTE: bounds are calculated from the original size of the model, // if model is scaled on drawing, bounds must be also scaled - SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode - bool selected = false; // Selected object flag + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -69,7 +68,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Load new models/textures on drag&drop if (IsFileDropped()) diff --git a/examples/models/models_loading_gltf.c b/examples/models/models_loading_gltf.c index dde198829..fc797fb75 100644 --- a/examples/models/models_loading_gltf.c +++ b/examples/models/models_loading_gltf.c @@ -38,8 +38,7 @@ int main(void) Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - SetCameraMode(&camera, CAMERA_FREE); // Set free camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -48,7 +47,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_THIRD_PERSON); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c index 951472772..5e9d3bb04 100644 --- a/examples/models/models_loading_vox.c +++ b/examples/models/models_loading_vox.c @@ -69,8 +69,7 @@ int main(void) int currentModel = 0; - SetCameraMode(&camera, CAMERA_ORBITAL); // Set a orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -79,7 +78,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); // Cycle between models on mouse click if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES; diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index 63f376236..4a0aea5f9 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -68,8 +68,7 @@ int main(void) int currentModel = 0; - SetCameraMode(&camera, CAMERA_ORBITAL); // Set a orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -78,7 +77,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index e7cc842c3..6c215bf5e 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -64,9 +64,7 @@ int main(void) Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f }; float sr = 4.0f; - SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode - EnableCursor(); // Disable camera controls - + EnableCursor(); // Disable camera controls SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop @@ -74,7 +72,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - if (IsCursorHidden()) UpdateCamera(&camera); // Update camera + if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera // Toggle camera controls if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c index 93067d14a..1c831d80c 100644 --- a/examples/models/models_rlgl_solar_system.c +++ b/examples/models/models_rlgl_solar_system.c @@ -49,8 +49,6 @@ int main(void) camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; - SetCameraMode(&camera, CAMERA_FREE); - float rotationSpeed = 0.2f; // General system rotation speed float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees @@ -58,6 +56,7 @@ int main(void) float moonRotation = 0.0f; // Rotation of moon around itself float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -66,7 +65,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); earthRotation += (5.0f*rotationSpeed); earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed); diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index dba2d36c2..084772b1b 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -87,8 +87,7 @@ int main(void) UnloadImage(img); } - SetCameraMode(&camera, CAMERA_FIRST_PERSON); // Set a first person camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -97,7 +96,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Load new cubemap texture on drag&drop if (IsFileDropped()) diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index 6bd77f5dc..eed70bf33 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -80,8 +80,7 @@ int main(void) lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader); lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader); - SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -90,7 +89,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index 4b94757fc..2c4e7e0d6 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -67,9 +67,7 @@ int main(void) // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); - // Setup orbital camera - SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -78,7 +76,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); Vector2 mousePosition = GetMousePosition(); diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c index c843ee4b8..781c3a9e6 100644 --- a/examples/shaders/shaders_fog.c +++ b/examples/shaders/shaders_fog.c @@ -84,8 +84,7 @@ int main(void) // Using just 1 point lights CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader); - SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -94,7 +93,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); if (IsKeyDown(KEY_UP)) { diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c index a16c9f1d1..0b486ff92 100644 --- a/examples/shaders/shaders_mesh_instancing.c +++ b/examples/shaders/shaders_mesh_instancing.c @@ -94,9 +94,7 @@ int main(void) Material matDefault = LoadMaterialDefault(); matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE; - // Set an orbital camera mode - SetCameraMode(&camera, CAMERA_ORBITAL); - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -105,7 +103,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 74bec48f7..d5abae03d 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -60,8 +60,7 @@ int main(void) Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - SetCameraMode(&camera, CAMERA_FREE); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -70,7 +69,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index 2af79ba7d..ee7c602c6 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -107,9 +107,7 @@ int main(void) // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); - // Setup orbital camera - SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode - + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -118,7 +116,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_ORBITAL); if (IsKeyPressed(KEY_RIGHT)) currentShader++; else if (IsKeyPressed(KEY_LEFT)) currentShader--; diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 829035638..cd33b984e 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -41,8 +41,6 @@ int main(void) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 65.0f; // Camera field-of-view Y - SetCameraMode(&camera, CAMERA_FREE); // Set camera mode - // Load raymarching shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION)); @@ -58,6 +56,7 @@ int main(void) float runTime = 0.0f; + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -66,7 +65,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z }; diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index d10878d77..123efaedc 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -85,6 +85,7 @@ int main(void) int framesCounter = 0; Vector3 rotation = { 0 }; // Model rotation angles + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -93,7 +94,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, CAMERA_FIRST_PERSON); framesCounter++; rotation.x += 0.01f; diff --git a/examples/text/text_draw_3d.c b/examples/text/text_draw_3d.c index 77c1691b6..358690276 100644 --- a/examples/text/text_draw_3d.c +++ b/examples/text/text_draw_3d.c @@ -98,11 +98,12 @@ int main(void) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera mode type - SetCameraMode(&camera, CAMERA_ORBITAL); + int camera_mode = CAMERA_ORBITAL; Vector3 cubePosition = { 0.0f, 1.0f, 0.0f }; Vector3 cubeSize = { 2.0f, 2.0f, 2.0f }; + DisableCursor(); // Catch cursor SetTargetFPS(60); // Set our game to run at 60 frames-per-second // Use the default font @@ -141,7 +142,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera); + UpdateCamera(&camera, camera_mode); // Handle font files dropped if (IsFileDropped()) @@ -181,12 +182,12 @@ int main(void) if (spin) { camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position - SetCameraMode(&camera, CAMERA_ORBITAL); + camera_mode = CAMERA_ORBITAL; } else { camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position - SetCameraMode(&camera, CAMERA_FREE); + camera_mode = CAMERA_FREE; } }