diff options
author | Bogdan Devichev <b.devichev@samsung.com> | 2014-12-22 16:16:19 +0200 |
---|---|---|
committer | Cedric BAIL <cedric@osg.samsung.com> | 2014-12-23 21:20:21 +0100 |
commit | c471665ac84b159d3cd4587380fae6ac78c33c3b (patch) | |
tree | 110c4eae1da7bd238b9f5c11bdabd13300d3caee /src/examples/evas/shooter/evas-3d-shooter.c | |
parent | ce36f8f5ad1e516d077ea935adf09c74c6ba403f (diff) | |
download | efl-c471665ac84b159d3cd4587380fae6ac78c33c3b.tar.gz |
evas: make Evas 3d mesh is inherited from Efl.File (functions file_set and save)
Diffstat (limited to 'src/examples/evas/shooter/evas-3d-shooter.c')
-rw-r--r-- | src/examples/evas/shooter/evas-3d-shooter.c | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/src/examples/evas/shooter/evas-3d-shooter.c b/src/examples/evas/shooter/evas-3d-shooter.c index 3fa1d2a1ad..fa5aedfa54 100644 --- a/src/examples/evas/shooter/evas-3d-shooter.c +++ b/src/examples/evas/shooter/evas-3d-shooter.c @@ -8,7 +8,7 @@ * The warrior isn't passable for camera, neither is wall. There is a possibility to go upstairs * and break down. * -* Compile with "gcc -g evas-3d-shooter.c evas-3d-shooter-header.c -o evas-3d-shooter `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm" +* Compile with "gcc -g evas-3d-shooter.c evas-3d-shooter-header.c -o evas-3d-shooter `pkg-config --libs --cflags efl evas ecore ecore-evas eo` -lm" */ #include "evas-3d-shooter-header.h" @@ -840,8 +840,7 @@ _mesh_setup_gun_planet(Scene_Data *data) /* Setup material and texture for eagle. */ data->mesh_eagle = eo_add(EVAS_3D_MESH_CLASS, evas); - eo_do(data->mesh_eagle, - evas_3d_mesh_file_set("shooter/eagle.obj", NULL)); + eo_do(data->mesh_eagle, efl_file_set("shooter/eagle.obj", NULL)); data->material_eagle = eo_add(EVAS_3D_MATERIAL_CLASS, evas); @@ -1294,8 +1293,7 @@ _mesh_setup_warrior(Scene_Data *data, int index) { data->mesh_level[index] = eo_add(EVAS_3D_MESH_CLASS, evas); - eo_do(data->mesh_level[index], - evas_3d_mesh_file_set("shooter/warrior.md2", NULL)); + eo_do(data->mesh_level[index], efl_file_set("shooter/warrior.md2", NULL)); data->material_level = eo_add(EVAS_3D_MATERIAL_CLASS, evas); eo_do(data->mesh_level[index], @@ -1328,8 +1326,7 @@ void _mesh_setup_snake(Scene_Data *data) { data->mesh_snake = eo_add(EVAS_3D_MESH_CLASS, evas); - eo_do(data->mesh_snake, - evas_3d_mesh_file_set("shooter/snake.md2", NULL)); + eo_do(data->mesh_snake, efl_file_set("shooter/snake.md2", NULL)); data->material_snake = eo_add(EVAS_3D_MATERIAL_CLASS, evas); eo_do(data->mesh_snake, |