diff options
author | 2019-10-13 13:50:38 +0200 | |
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committer | 2019-10-13 07:50:38 -0400 | |
commit | 0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch) | |
tree | 626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/common/camera.h | |
parent | c913ccb59d713ce0b91135520719ac5385e54358 (diff) |
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6
* Sync with bx upstream revision d60912b
* Sync with bimg upstream revision bd81f60
* Add astc-codec decoder
* Rename VertexDecl to VertexLayout
* Rename UniformType enum Int1 to Sampler.
* Add NVN stub
* Fix unused-const-variable error on macOS
* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.
* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning
* Build bgfx as Objective-C++ on macOS
It is needed due to included headers
* Enable Direct3D12 and Vulkan bgfx rendering backends
* Enable building of spirv shaders
* Properly escape /c in cmd call
* Comment out dx12 bgfx renderer
* Honor VERBOSE setting during shaders build
* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl
* Add spirv shaders
* OpenGL ES needs transposed matrix too
* Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/common/camera.h')
-rw-r--r-- | 3rdparty/bgfx/examples/common/camera.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/3rdparty/bgfx/examples/common/camera.h b/3rdparty/bgfx/examples/common/camera.h index ba1c0cc1f96..451546448a0 100644 --- a/3rdparty/bgfx/examples/common/camera.h +++ b/3rdparty/bgfx/examples/common/camera.h @@ -22,7 +22,7 @@ void cameraCreate(); void cameraDestroy(); /// -void cameraSetPosition(const float* _pos); +void cameraSetPosition(const bx::Vec3& _pos); /// void cameraSetHorizontalAngle(float _horizontalAngle); @@ -37,10 +37,10 @@ void cameraSetKeyState(uint8_t _key, bool _down); void cameraGetViewMtx(float* _viewMtx); /// -void cameraGetPosition(float* _pos); +bx::Vec3 cameraGetPosition(); /// -void cameraGetAt(float* _at); +bx::Vec3 cameraGetAt(); /// void cameraUpdate(float _deltaTime, const entry::MouseState& _mouseState); |