Update models_animation_blending.c
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@ -58,7 +58,7 @@ int main(void)
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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// Assign skinning shader to all materials shaders
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// NOTE: Assign skinning shader to all materials shaders
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//for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
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//for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
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// Load model animations
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// Load model animations
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@ -244,6 +244,12 @@ int main(void)
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if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
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if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
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&animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1;
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&animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1;
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
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GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
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// Draw playing timeline with keyframes for anim0[]
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// Draw playing timeline with keyframes for anim0[]
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GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0",
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GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0",
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TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
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TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
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