From 475b4c0858b2dd9902be92679b3334bdab823f81 Mon Sep 17 00:00:00 2001 From: Almaas Rizvi Date: Fri, 10 Jan 2025 22:33:13 +0530 Subject: [PATCH] Changed things to implement correct usage of RMA (or MRA) textures RMA (MRA) textures provide Red channel for Roughness, Green channel for Metalness, and Blue channel for Ambient Occlusion. Made changes to this example to implement this texture correctly --- examples/shaders/shaders_basic_pbr.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c index 895867b3d..b7fdfc2f6 100644 --- a/examples/shaders/shaders_basic_pbr.c +++ b/examples/shaders/shaders_basic_pbr.c @@ -84,7 +84,7 @@ int main() const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "basic pbr"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr"); // Define the camera to look into our 3d world Camera camera = { 0 }; @@ -263,7 +263,7 @@ int main() DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY); - //DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); + DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY); DrawFPS(10, 10);