Formating tweaks
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2 changed files with 4 additions and 4 deletions
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@ -3582,7 +3582,7 @@ void SetupViewport(int width, int height)
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// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
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// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
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void SetupFramebuffer(int width, int height)
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void SetupFramebuffer(int width, int height)
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{
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{
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// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
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// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
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if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
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if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
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{
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{
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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);
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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);
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@ -2325,7 +2325,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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{
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{
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memcpy(model.meshes[i].boneMatrices,
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memcpy(model.meshes[i].boneMatrices,
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model.meshes[firstMeshWithBones].boneMatrices,
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model.meshes[firstMeshWithBones].boneMatrices,
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model.meshes[i].boneCount * sizeof(model.meshes[i].boneMatrices[0]));
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model.meshes[i].boneCount*sizeof(model.meshes[i].boneMatrices[0]));
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}
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}
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}
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}
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}
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}
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@ -2338,7 +2338,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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{
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{
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UpdateModelAnimationBones(model,anim,frame);
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UpdateModelAnimationBones(model,anim,frame);
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for (int m = 0; m < model.meshCount; m++)
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for (int m = 0; m < model.meshCount; m++)
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{
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{
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Mesh mesh = model.meshes[m];
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Mesh mesh = model.meshes[m];
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@ -2349,7 +2349,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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float boneWeight = 0.0;
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float boneWeight = 0.0;
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bool updated = false; // Flag to check when anim vertex information is updated
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bool updated = false; // Flag to check when anim vertex information is updated
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const int vValues = mesh.vertexCount*3;
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const int vValues = mesh.vertexCount*3;
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for (int vCounter = 0; vCounter < vValues; vCounter += 3)
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for (int vCounter = 0; vCounter < vValues; vCounter += 3)
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{
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{
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mesh.animVertices[vCounter] = 0;
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mesh.animVertices[vCounter] = 0;
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