Remove all trail spaces

This commit is contained in:
Ray 2020-02-03 19:26:28 +01:00
parent a7afd8de99
commit c3f06b7470
11 changed files with 100 additions and 100 deletions

View file

@ -114,7 +114,7 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
void DrawPoint3D(Vector3 position, Color color)
{
if (rlCheckBufferLimit(8)) rlglDraw();
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_LINES);
@ -955,7 +955,7 @@ ModelAnimation *LoadModelAnimations(const char *filename, int *animCount)
{
TRACELOG(LOG_ERROR, "IQM version %i is incorrect.", iqm.version);
fclose(iqmFile);
return NULL;
}
@ -2376,7 +2376,7 @@ void MeshBinormals(Mesh *mesh)
//Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] };
//Vector3 tangent = { mesh->tangents[i*4 + 0], mesh->tangents[i*4 + 1], mesh->tangents[i*4 + 2] };
//Vector3 binormal = Vector3Scale(Vector3CrossProduct(normal, tangent), mesh->tangents[i*4 + 3]);
// TODO: Register computed binormal in mesh->binormal?
}
}
@ -2408,13 +2408,13 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
{
// TODO: Review color + tint premultiplication mechanism
Color color = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color;
Color colorTint = WHITE;
colorTint.r = (((float)color.r/255.0)*((float)tint.r/255.0))*255;
colorTint.g = (((float)color.g/255.0)*((float)tint.g/255.0))*255;
colorTint.b = (((float)color.b/255.0)*((float)tint.b/255.0))*255;
colorTint.a = (((float)color.a/255.0)*((float)tint.a/255.0))*255;
model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = colorTint;
rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = color;
@ -3406,7 +3406,7 @@ static Texture LoadTextureFromCgltfImage(cgltf_image *image, const char *texPath
unsigned char *raw = stbi_load_from_memory(data, size, &w, &h, NULL, 4);
Image rimage = LoadImagePro(raw, w, h, UNCOMPRESSED_R8G8B8A8);
// TODO: Tint shouldn't be applied here!
ImageColorTint(&rimage, tint);
texture = LoadTextureFromImage(rimage);
@ -3416,7 +3416,7 @@ static Texture LoadTextureFromCgltfImage(cgltf_image *image, const char *texPath
else
{
Image rimage = LoadImage(TextFormat("%s/%s", texPath, image->uri));
// TODO: Tint shouldn't be applied here!
ImageColorTint(&rimage, tint);
texture = LoadTextureFromImage(rimage);
@ -3544,7 +3544,7 @@ static Model LoadGLTF(const char *fileName)
const char *texPath = GetDirectoryPath(fileName);
//Ensure material follows raylib support for PBR (metallic/roughness flow)
if (data->materials[i].has_pbr_metallic_roughness)
if (data->materials[i].has_pbr_metallic_roughness)
{
float roughness = data->materials[i].pbr_metallic_roughness.roughness_factor;
float metallic = data->materials[i].pbr_metallic_roughness.metallic_factor;
@ -3560,12 +3560,12 @@ static Model LoadGLTF(const char *fileName)
model.materials[i].maps[MAP_ROUGHNESS].color = tint;
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
if (data->materials[i].pbr_metallic_roughness.base_color_texture.texture)
{
model.materials[i].maps[MAP_ALBEDO].texture = LoadTextureFromCgltfImage(data->materials[i].pbr_metallic_roughness.base_color_texture.texture->image, texPath, tint);
}
// NOTE: Tint isn't need for other textures.. pass null or clear?
// NOTE: Tint isn't need for other textures.. pass null or clear?
// Just set as white, multiplying by white has no effect
tint = WHITE;
@ -3576,12 +3576,12 @@ static Model LoadGLTF(const char *fileName)
model.materials[i].maps[MAP_ROUGHNESS].value = roughness;
model.materials[i].maps[MAP_METALNESS].value = metallic;
if (data->materials[i].normal_texture.texture)
if (data->materials[i].normal_texture.texture)
{
model.materials[i].maps[MAP_NORMAL].texture = LoadTextureFromCgltfImage(data->materials[i].normal_texture.texture->image, texPath, tint);
}
if (data->materials[i].occlusion_texture.texture)
if (data->materials[i].occlusion_texture.texture)
{
model.materials[i].maps[MAP_OCCLUSION].texture = LoadTextureFromCgltfImage(data->materials[i].occlusion_texture.texture->image, texPath, tint);
}