Tested that texture scaling changes work
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@ -13,7 +13,7 @@ bool gameInit(game_t *game) {
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// Init the engine and the rendering pipeline
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engineInit(&game->engine);
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cameraLookAt(&game->camera, 3,3,3, 0,0,0);
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cameraLookAt(&game->camera, 1,1,1, 0,0,0);
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cameraPerspective(&game->camera, 45.0f, 16.0f/9.0f, 0.001f, 1000.0f);
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quadInit(&game->quad, 0.0f, 0.0f,0.0f,0.0f,0.0f, 1.0f,1.0f,1.0f,1.0f);
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@ -21,7 +21,7 @@ bool gameInit(game_t *game) {
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game->owner = assetManagerHolderCreate(&game->engine.assetManager);
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game->item = assetManagerLoadScaledTexture(
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&game->engine.assetManager, game->owner, "textures", "test_texture"
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&game->engine.assetManager, game->owner, "poker/world", "pub"
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);
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return true;
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@ -34,9 +34,8 @@ bool gameUpdate(game_t *game, float delta) {
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engineUpdateStart(&game->engine, delta);
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if(game->engine.time.current > 4.0f && !doneResize) {
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printf("Resizing");
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// saveManagerSetUint8(&game->engine.save, SAVE_KEY_TEXTURE_SCALE, 0x03);
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// assetManagerScaledTextureRescaleAll(&game->engine.assetManager);
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printf("Resizing\n");
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saveManagerSetU8(&game->engine.save, SAVE_KEY_TEXTURE_SCALE, 0x04);
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doneResize = true;
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}
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