Avoid *Rec suffix in some variables

Pefixing/Suffixing some data type identifier in the variables is not a convention used in raylib, just reviewed it for consistency...

Still, I kept the *Rec suffix in some functions.
This commit is contained in:
Ray 2020-12-19 19:27:31 +01:00
parent 015e715278
commit 2374281204
5 changed files with 101 additions and 101 deletions

View file

@ -2667,16 +2667,16 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
Rectangle sourceRec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
DrawBillboardRec(camera, texture, sourceRec, center, size, tint);
DrawBillboardRec(camera, texture, source, center, size, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width };
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size*(float)source.height/source.width };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
@ -2711,19 +2711,19 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height);
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(a.x, a.y, a.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(d.x, d.y, d.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(c.x, c.y, c.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height);
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(b.x, b.y, b.z);
rlEnd();