diff --git a/examples/audio/audio_module_playing.c b/examples/audio/audio_module_playing.c index 4aebd1e69..4842519ac 100644 --- a/examples/audio/audio_module_playing.c +++ b/examples/audio/audio_module_playing.c @@ -40,7 +40,7 @@ int main(void) YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; // Creates ome circles for visual effect - CircleWave circles[MAX_CIRCLES]; + CircleWave circles[MAX_CIRCLES] = { 0 }; for (int i = MAX_CIRCLES - 1; i >= 0; i--) { diff --git a/examples/audio/audio_sound_loading.c b/examples/audio/audio_sound_loading.c index d208dd9aa..4bc9c704b 100644 --- a/examples/audio/audio_sound_loading.c +++ b/examples/audio/audio_sound_loading.c @@ -46,7 +46,6 @@ int main(void) ClearBackground(RAYWHITE); DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY); - DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY); EndDrawing(); diff --git a/examples/core/core_2d_camera.c b/examples/core/core_2d_camera.c index fe8e584b0..81f580ad3 100644 --- a/examples/core/core_2d_camera.c +++ b/examples/core/core_2d_camera.c @@ -23,8 +23,8 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); Rectangle player = { 400, 280, 40, 40 }; - Rectangle buildings[MAX_BUILDINGS]; - Color buildColors[MAX_BUILDINGS]; + Rectangle buildings[MAX_BUILDINGS] = { 0 }; + Color buildColors[MAX_BUILDINGS] = { 0 }; int spacing = 0; @@ -41,7 +41,6 @@ int main(void) } Camera2D camera = { 0 }; - camera.target = (Vector2){ player.x + 20, player.y + 20 }; camera.offset = (Vector2){ 0, 0 }; camera.rotation = 0.0f; diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 825a9ca87..39fbfb2eb 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -31,9 +31,9 @@ int main(void) camera.type = CAMERA_PERSPECTIVE; // Generates some random columns - float heights[MAX_COLUMNS]; - Vector3 positions[MAX_COLUMNS]; - Color colors[MAX_COLUMNS]; + float heights[MAX_COLUMNS] = { 0.0f }; + Vector3 positions[MAX_COLUMNS] = { 0 }; + Color colors[MAX_COLUMNS] = { 0 }; for (int i = 0; i < MAX_COLUMNS; i++) { diff --git a/examples/core/core_3d_camera_free.c b/examples/core/core_3d_camera_free.c index c1445f609..5053fd63a 100644 --- a/examples/core/core_3d_camera_free.c +++ b/examples/core/core_3d_camera_free.c @@ -21,7 +21,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world - Camera3D camera; + Camera3D camera = { 0 }; camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) diff --git a/examples/core/core_custom_logging.c b/examples/core/core_custom_logging.c index 0ab3fa457..56e168eed 100644 --- a/examples/core/core_custom_logging.c +++ b/examples/core/core_custom_logging.c @@ -19,7 +19,7 @@ // Custom logging funtion void LogCustom(int msgType, const char *text, va_list args) { - char timeStr[64]; + char timeStr[64] = { 0 }; time_t now = time(NULL); struct tm *tm_info = localtime(&now); diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index 134a36f09..628d7cf4a 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -60,7 +60,7 @@ int main(void) SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering // Define the camera to look into our 3d world - Camera camera; + Camera camera = { 0 }; camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c index 434952bcd..31d3653db 100644 --- a/examples/core/core_world_screen.c +++ b/examples/core/core_world_screen.c @@ -29,8 +29,7 @@ int main(void) camera.type = CAMERA_PERSPECTIVE; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; - - Vector2 cubeScreenPosition; + Vector2 cubeScreenPosition = { 0.0f, 0.0f }; SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode diff --git a/examples/models/models_box_collisions.c b/examples/models/models_box_collisions.c index 0dd0710e5..7a937ea7e 100644 --- a/examples/models/models_box_collisions.c +++ b/examples/models/models_box_collisions.c @@ -21,7 +21,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index f399a56e8..f50878459 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -21,7 +21,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c index 423637478..07c51b9ad 100644 --- a/examples/models/models_first_person_maze.c +++ b/examples/models/models_first_person_maze.c @@ -23,7 +23,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze"); // Define the camera to look into our 3d world - Camera camera = {{ 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM) diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c index e242db16a..a2c2e3104 100644 --- a/examples/models/models_heightmap.c +++ b/examples/models/models_heightmap.c @@ -21,7 +21,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); // Define our custom camera to look into our 3d world - Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index cfc3bdd60..6c0ae6530 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -27,7 +27,7 @@ int main(void) Texture2D texture = LoadTextureFromImage(checked); UnloadImage(checked); - Model models[NUM_MODELS]; + Model models[NUM_MODELS] = { 0 }; models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); @@ -42,7 +42,7 @@ int main(void) for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture; // Define the camera to look into our 3d world - Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Model drawing position Vector3 position = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/models/models_obj_viewer.c b/examples/models/models_obj_viewer.c index dc6787e73..83c8f2f1c 100644 --- a/examples/models/models_obj_viewer.c +++ b/examples/models/models_obj_viewer.c @@ -23,7 +23,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib example - obj viewer"); // Define the camera to look into our 3d world - Camera camera = {{ 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Model model = LoadModel("resources/models/turret.obj"); // Load default model obj Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load default model texture diff --git a/examples/models/models_orthographic_projection.c b/examples/models/models_orthographic_projection.c index ca9d83c9f..8c9b5b1c5 100644 --- a/examples/models/models_orthographic_projection.c +++ b/examples/models/models_orthographic_projection.c @@ -28,7 +28,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE }; + Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 1693d9bc8..bad29b96a 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -21,7 +21,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); diff --git a/examples/others/raudio_standalone.c b/examples/others/raudio_standalone.c index 027208379..63d5b8d28 100644 --- a/examples/others/raudio_standalone.c +++ b/examples/others/raudio_standalone.c @@ -94,7 +94,7 @@ int main() { // Initialization //-------------------------------------------------------------------------------------- - static unsigned char key; + static unsigned char key = 0; InitAudioDevice(); diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index 42aec2e2f..d8100ce5a 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -131,7 +131,7 @@ int main(void) rlClearColor(245, 245, 245, 255); // Define clear color rlEnableDepthTest(); // Enable DEPTH_TEST for 3D - Camera camera; + Camera camera = { 0 }; camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) diff --git a/examples/physac/physics_friction.c b/examples/physac/physics_friction.c index cbb9dc43a..0acf88aea 100644 --- a/examples/physac/physics_friction.c +++ b/examples/physac/physics_friction.c @@ -61,8 +61,8 @@ int main(void) SetPhysicsBodyRotation(bodyA, 30*DEG2RAD); PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10); - bodyB->staticFriction = 1; - bodyB->dynamicFriction = 1; + bodyB->staticFriction = 1.0f; + bodyB->dynamicFriction = 1.0f; SetPhysicsBodyRotation(bodyB, 330*DEG2RAD); SetTargetFPS(60); // Set our game to run at 60 frames-per-second diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index 018b8d112..ed9da8bb5 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -70,7 +70,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); // Define the camera to look into our 3d world - Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; + Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Model model = LoadModel("resources/models/church.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map) @@ -81,7 +81,7 @@ int main(void) // Load all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) // NOTE 2: We load the correct shader depending on GLSL version - Shader shaders[MAX_POSTPRO_SHADERS]; + Shader shaders[MAX_POSTPRO_SHADERS] = { 0 }; // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); diff --git a/examples/shapes/shapes_colors_palette.c b/examples/shapes/shapes_colors_palette.c index 7322f7e52..a0bba002a 100644 --- a/examples/shapes/shapes_colors_palette.c +++ b/examples/shapes/shapes_colors_palette.c @@ -45,7 +45,7 @@ int main(void) int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER - Vector2 mousePoint; + Vector2 mousePoint = { 0.0f, 0.0f }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_easings_rectangle_array.c b/examples/shapes/shapes_easings_rectangle_array.c index 9844af6ac..07de98a05 100644 --- a/examples/shapes/shapes_easings_rectangle_array.c +++ b/examples/shapes/shapes_easings_rectangle_array.c @@ -33,7 +33,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array"); - Rectangle recs[MAX_RECS_X*MAX_RECS_Y]; + Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 }; for (int y = 0; y < MAX_RECS_Y; y++) { diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c index d3c76c4f7..91e43f755 100644 --- a/examples/text/text_font_sdf.c +++ b/examples/text/text_font_sdf.c @@ -57,7 +57,7 @@ int main(void) SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font Vector2 fontPosition = { 40, screenHeight/2 - 50 }; - Vector2 textSize = { 0.0f }; + Vector2 textSize = { 0.0f, 0.0f }; float fontSize = 16.0f; int currentFont = 0; // 0 - fontDefault, 1 - fontSDF diff --git a/examples/text/text_raylib_fonts.c b/examples/text/text_raylib_fonts.c index 06e63725f..d7e41a78c 100644 --- a/examples/text/text_raylib_fonts.c +++ b/examples/text/text_raylib_fonts.c @@ -26,7 +26,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) - Font fonts[MAX_FONTS]; + Font fonts[MAX_FONTS] = { 0 }; fonts[0] = LoadFont("resources/fonts/alagard.png"); fonts[1] = LoadFont("resources/fonts/pixelplay.png"); @@ -48,7 +48,7 @@ int main(void) const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 }; - Vector2 positions[MAX_FONTS]; + Vector2 positions[MAX_FONTS] = { 0 }; for (int i = 0; i < MAX_FONTS; i++) { diff --git a/examples/text/text_rectangle_bounds.c b/examples/text/text_rectangle_bounds.c index 5871278f5..abfb142b0 100644 --- a/examples/text/text_rectangle_bounds.c +++ b/examples/text/text_rectangle_bounds.c @@ -22,7 +22,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle"); - char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\ + const char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\ a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget."; @@ -38,15 +38,15 @@ int main(void) const int maxWidth = screenWidth - 50; const int maxHeight = screenHeight - 160; - Vector2 lastMouse = { 0, 0 }; // Stores last mouse coordinates - Color borderColor = MAROON; // Container border color - Font font = GetFontDefault(); // Get default system font + Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates + Color borderColor = MAROON; // Container border color + Font font = GetFontDefault(); // Get default system font - SetTargetFPS(60); // Set our game to run at 60 frames-per-second + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key + while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- diff --git a/examples/text/text_sprite_fonts.c b/examples/text/text_sprite_fonts.c index 300289378..b7c9ab10f 100644 --- a/examples/text/text_sprite_fonts.c +++ b/examples/text/text_sprite_fonts.c @@ -29,16 +29,14 @@ int main(void) Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading - Vector2 fontPosition1, fontPosition2, fontPosition3; + Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2, + screenHeight/2 - font1.baseSize/2 - 80 }; - fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2; - fontPosition1.y = screenHeight/2 - font1.baseSize/2 - 80; + Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2, + screenHeight/2 - font2.baseSize/2 - 10 }; - fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2; - fontPosition2.y = screenHeight/2 - font2.baseSize/2 - 10; - - fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2; - fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50; + Vector2 fontPosition3 = { screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2, + screenHeight/2 - font3.baseSize/2 + 50 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/text/text_ttf_loading.c b/examples/text/text_ttf_loading.c index cc59417d8..b256bd1d3 100644 --- a/examples/text/text_ttf_loading.c +++ b/examples/text/text_ttf_loading.c @@ -33,7 +33,7 @@ int main(void) float fontSize = font.baseSize; Vector2 fontPosition = { 40, screenHeight/2 - 80 }; - Vector2 textSize; + Vector2 textSize = { 0.0f, 0.0f }; // Setup texture scaling filter SetTextureFilter(font.texture, FILTER_POINT); diff --git a/examples/textures/textures_background_scrolling.c b/examples/textures/textures_background_scrolling.c index d91b2585e..c2e5ac80e 100644 --- a/examples/textures/textures_background_scrolling.c +++ b/examples/textures/textures_background_scrolling.c @@ -26,9 +26,9 @@ int main(void) Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png"); Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png"); - float scrollingBack = 0; - float scrollingMid = 0; - float scrollingFore = 0; + float scrollingBack = 0.0f; + float scrollingMid = 0.0f; + float scrollingFore = 0.0f; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/textures/textures_image_generation.c b/examples/textures/textures_image_generation.c index d9a39a253..0bb10583c 100644 --- a/examples/textures/textures_image_generation.c +++ b/examples/textures/textures_image_generation.c @@ -30,7 +30,8 @@ int main(void) Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f); Image cellular = GenImageCellular(screenWidth, screenHeight, 32); - Texture2D textures[NUM_TEXTURES]; + Texture2D textures[NUM_TEXTURES] = { 0 }; + textures[0] = LoadTextureFromImage(verticalGradient); textures[1] = LoadTextureFromImage(horizontalGradient); textures[2] = LoadTextureFromImage(radialGradient); diff --git a/examples/textures/textures_image_processing.c b/examples/textures/textures_image_processing.c index b9ed51d77..14442290e 100644 --- a/examples/textures/textures_image_processing.c +++ b/examples/textures/textures_image_processing.c @@ -57,7 +57,7 @@ int main(void) int currentProcess = NONE; bool textureReload = false; - Rectangle selectRecs[NUM_PROCESSES]; + Rectangle selectRecs[NUM_PROCESSES] = { 0 }; for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f }; diff --git a/examples/textures/textures_particles_blending.c b/examples/textures/textures_particles_blending.c index 75287ea79..d094c6c2a 100644 --- a/examples/textures/textures_particles_blending.c +++ b/examples/textures/textures_particles_blending.c @@ -33,7 +33,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending"); // Particles pool, reuse them! - Particle mouseTail[MAX_PARTICLES]; + Particle mouseTail[MAX_PARTICLES] = { 0 }; // Initialize particles for (int i = 0; i < MAX_PARTICLES; i++) diff --git a/examples/textures/textures_raw_data.c b/examples/textures/textures_raw_data.c index 17604bde8..08269bf78 100644 --- a/examples/textures/textures_raw_data.c +++ b/examples/textures/textures_raw_data.c @@ -31,7 +31,7 @@ int main(void) Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM) UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data - // Generate a checked texture by code (1024x1024 pixels) + // Generate a checked texture by code int width = 960; int height = 480; diff --git a/examples/textures/textures_sprite_explosion.c b/examples/textures/textures_sprite_explosion.c index 58a8f6fc6..823c1b8ab 100644 --- a/examples/textures/textures_sprite_explosion.c +++ b/examples/textures/textures_sprite_explosion.c @@ -38,7 +38,7 @@ int main(void) int currentLine = 0; Rectangle frameRec = { 0, 0, frameWidth, frameHeight }; - Vector2 position = { 0, 0 }; + Vector2 position = { 0.0f, 0.0f }; bool active = false; int framesCounter = 0;