Formating tweaks

This commit is contained in:
Ray 2024-12-23 19:24:07 +01:00
parent ab83e6dd41
commit 6f0d8611fe
2 changed files with 4 additions and 4 deletions

View file

@ -3582,7 +3582,7 @@ void SetupViewport(int width, int height)
// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified // NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
void SetupFramebuffer(int width, int height) void SetupFramebuffer(int width, int height)
{ {
// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var) // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height)) if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height); TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);

View file

@ -2325,7 +2325,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
{ {
memcpy(model.meshes[i].boneMatrices, memcpy(model.meshes[i].boneMatrices,
model.meshes[firstMeshWithBones].boneMatrices, model.meshes[firstMeshWithBones].boneMatrices,
model.meshes[i].boneCount * sizeof(model.meshes[i].boneMatrices[0])); model.meshes[i].boneCount*sizeof(model.meshes[i].boneMatrices[0]));
} }
} }
} }
@ -2338,7 +2338,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
{ {
UpdateModelAnimationBones(model,anim,frame); UpdateModelAnimationBones(model,anim,frame);
for (int m = 0; m < model.meshCount; m++) for (int m = 0; m < model.meshCount; m++)
{ {
Mesh mesh = model.meshes[m]; Mesh mesh = model.meshes[m];
@ -2349,7 +2349,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
float boneWeight = 0.0; float boneWeight = 0.0;
bool updated = false; // Flag to check when anim vertex information is updated bool updated = false; // Flag to check when anim vertex information is updated
const int vValues = mesh.vertexCount*3; const int vValues = mesh.vertexCount*3;
for (int vCounter = 0; vCounter < vValues; vCounter += 3) for (int vCounter = 0; vCounter < vValues; vCounter += 3)
{ {
mesh.animVertices[vCounter] = 0; mesh.animVertices[vCounter] = 0;