Format tweaks
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parent
97c2744a16
commit
be8eea9eda
5 changed files with 9 additions and 11 deletions
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@ -447,11 +447,11 @@ int main(int argc, char* argv[])
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{
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{
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if (isFloat)
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if (isFloat)
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{
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{
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defines[defineIndex].type = linePtr[j-1] == 'f' ? FLOAT : DOUBLE;
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defines[defineIndex].type = (linePtr[j-1] == 'f')? FLOAT : DOUBLE;
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}
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}
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else
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else
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{
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{
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defines[defineIndex].type = linePtr[j-1] == 'L' ? LONG : INT;
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defines[defineIndex].type = (linePtr[j-1] == 'L')? LONG : INT;
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defines[defineIndex].isHex = isHex;
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defines[defineIndex].isHex = isHex;
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}
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}
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}
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}
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@ -55,9 +55,7 @@
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// Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used
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// Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used
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//#define SUPPORT_BUSY_WAIT_LOOP 1
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//#define SUPPORT_BUSY_WAIT_LOOP 1
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// Use a partial-busy wait loop, in this case frame sleeps for most of the time, but then runs a busy loop at the end for accuracy
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// Use a partial-busy wait loop, in this case frame sleeps for most of the time, but then runs a busy loop at the end for accuracy
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#define SUPPORT_PARTIALBUSY_WAIT_LOOP
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#define SUPPORT_PARTIALBUSY_WAIT_LOOP 1
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// Wait for events passively (sleeping while no events) instead of polling them actively every frame
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//#define SUPPORT_EVENTS_WAITING 1
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// Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
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// Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
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#define SUPPORT_SCREEN_CAPTURE 1
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#define SUPPORT_SCREEN_CAPTURE 1
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// Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
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// Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
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@ -938,8 +938,8 @@ extern "C" { // Prevents name mangling of functions
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// Window-related functions
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// Window-related functions
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
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RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
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RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
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RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
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RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
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RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
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RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
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RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
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@ -1202,7 +1202,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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// NOTE: Vertex attributes must be uploaded considering default locations points and available vertex data
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// NOTE: Vertex attributes must be uploaded considering default locations points and available vertex data
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// Enable vertex attributes: position (shader-location = 0)
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// Enable vertex attributes: position (shader-location = 0)
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void *vertices = mesh->animVertices != NULL ? mesh->animVertices : mesh->vertices;
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void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices;
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mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(0);
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rlEnableVertexAttribute(0);
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@ -1218,7 +1218,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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if (mesh->normals != NULL)
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if (mesh->normals != NULL)
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{
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{
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// Enable vertex attributes: normals (shader-location = 2)
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// Enable vertex attributes: normals (shader-location = 2)
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void *normals = mesh->animNormals != NULL ? mesh->animNormals : mesh->normals;
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void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals;
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mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
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mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(2);
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rlEnableVertexAttribute(2);
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