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Ray 3 年前
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共有 3 个文件被更改,包括 78 次插入78 次删除
  1. +7
    -7
      src/core.c
  2. +68
    -68
      src/models.c
  3. +3
    -3
      src/shapes.c

+ 7
- 7
src/core.c 查看文件

@ -2318,7 +2318,7 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
// Returns a ray trace from mouse position
Ray GetMouseRay(Vector2 mouse, Camera camera)
{
Ray ray;
Ray ray = { 0 };
// Calculate normalized device coordinates
// NOTE: y value is negative
@ -4551,14 +4551,14 @@ static void Wait(float ms)
while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
#else
#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
#define DEFAULT_PARTIALBUSY_WAIT_TIME 4
#define PARTIALBUSY_WAIT_FACTOR 0.95f
float halfWait = DEFAULT_PARTIALBUSY_WAIT_TIME;
">if (CORE.Time.target > 0)
halfWait = CORE.Time.target * PARTIALBUSY_WAIT_FACTOR;
#define DEFAULT_PARTIALBUSY_WAIT_TIME 4
#define PARTIALBUSY_WAIT_FACTOR 0.95
t">double halfWait = DEFAULT_PARTIALBUSY_WAIT_TIME;
class="k">if class="p">(CORE.Time.target > 0) halfWait = CORE.Time.target*PARTIALBUSY_WAIT_FACTOR;
double destTime = GetTime() + ms/1000;
if (ms > halfWait) ms -= halfWait;
if (ms > halfWait) ms -= p">(float)halfWait;
#endif
#if defined(_WIN32)

+ 68
- 68
src/models.c 查看文件

@ -465,25 +465,25 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(n">j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(n">j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(p">(j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(p">(j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(n">j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(n">j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(n">j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(n">j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*(p">(j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*(p">(j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(p">(j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(p">(j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(mf">360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(mf">360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(mf">360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(mf">360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(mf">360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(mf">360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(mf">360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(mf">360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(mf">360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(mf">360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(mf">360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(mf">360.0f*(j + 1)/slices)));
}
}
rlEnd();
@ -508,26 +508,26 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
{
for (int j = 0; j < slices; j++)
{
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(n">j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(n">j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(p">(j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(p">(j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(p">(j+1)*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(p">(j+1)*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(n">j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(n">j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(n">j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(n">j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(n">j*360/slices)),
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(n">j*360/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(mf">360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(mf">360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(mf">360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(mf">360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(mf">360.0f*(j + 1)/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(mf">360.0f*(j + 1)/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(mf">360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(mf">360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(mf">360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(mf">360.0f*j/slices)));
rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(mf">360.0f*j/slices)),
sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(mf">360.0f*j/slices)));
}
}
rlEnd();
@ -555,12 +555,12 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + i">360/sides))*radiusBottom); //Bottom Right
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusTop, height, cosf(DEG2RAD*(i + i">360/sides))*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom); //Bottom Right
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusTop, height, cosf(DEG2RAD*(i + i">360/sides))*radiusTop); //Top Right
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusTop); //Top Right
}
// Draw Cap --------------------------------------------------------------------------------------
@ -568,7 +568,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusTop, height, cosf(DEG2RAD*(i + i">360/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusTop);
}
}
else
@ -578,7 +578,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
{
rlVertex3f(0, height, 0);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + i">360/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom);
}
}
@ -586,7 +586,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, 0, 0);
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + i">360/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
}
rlEnd();
@ -611,12 +611,12 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + i">360/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + i">360/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusTop, height, cosf(DEG2RAD*(i + i">360/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusBottom);
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + i">360/sides))*radiusTop, height, cosf(DEG2RAD*(i + i">360/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*(i + f">360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + f">360.0f/sides))*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop);
@ -2159,10 +2159,10 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
Vector3 vA;
Vector3 vB;
Vector3 vC;
Vector3 vN;
Vector3 vA = { 0 };
Vector3 vB = { 0 };
Vector3 vC = { 0 };
Vector3 vN = { 0 };
for (int z = 0; z < mapZ-1; z++)
{
@ -2908,7 +2908,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
// Draw a bounding box with wires
void DrawBoundingBox(BoundingBox box, Color color)
{
Vector3 size;
Vector3 size = { 0 };
size.x = fabsf(box.max.x - box.min.x);
size.y = fabsf(box.max.y - box.min.y);
@ -3027,7 +3027,7 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box)
{
bool collision = false;
float t[8];
float t[8] = { 0 };
t[0] = (box.min.x - ray.position.x)/ray.direction.x;
t[1] = (box.max.x - ray.position.x)/ray.direction.x;
t[2] = (box.min.y - ray.position.y)/ray.direction.y;
@ -4188,7 +4188,7 @@ static Model LoadGLTF(const char *fileName)
if (acc->component_type == cgltf_component_type_r_32f)
{
for (int a = 0; a < acc->count; a++)
for (unsigned int a = 0; a < acc->count; a++)
{
GLTFReadValue(acc, a, model.meshes[primitiveIndex].vertices + (a*3), 3, sizeof(float));
}
@ -4196,7 +4196,7 @@ static Model LoadGLTF(const char *fileName)
else if (acc->component_type == cgltf_component_type_r_32u)
{
int readValue[3];
for (int a = 0; a < acc->count; a++)
for (unsigned int a = 0; a < acc->count; a++)
{
GLTFReadValue(acc, a, readValue, 3, sizeof(int));
model.meshes[primitiveIndex].vertices[(a*3) + 0] = (float)readValue[0];
@ -4222,7 +4222,7 @@ static Model LoadGLTF(const char *fileName)
if (acc->component_type == cgltf_component_type_r_32f)
{
for (int a = 0; a < acc->count; a++)
for (unsigned int a = 0; a < acc->count; a++)
{
GLTFReadValue(acc, a, model.meshes[primitiveIndex].normals + (a*3), 3, sizeof(float));
}
@ -4230,7 +4230,7 @@ static Model LoadGLTF(const char *fileName)
else if (acc->component_type == cgltf_component_type_r_32u)
{
int readValue[3];
for (int a = 0; a < acc->count; a++)
for (unsigned int a = 0; a < acc->count; a++)
{
GLTFReadValue(acc, a, readValue, 3, sizeof(int));
model.meshes[primitiveIndex].normals[(a*3) + 0] = (float)readValue[0];
@ -4254,7 +4254,7 @@ static Model LoadGLTF(const char *fileName)
{
model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float));
for (int a = 0; a < acc->count; a++)
for (unsigned int a = 0; a < acc->count; a++)
{
GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a*2), 2, sizeof(float));
}
@ -4278,7 +4278,7 @@ static Model LoadGLTF(const char *fileName)
if (acc->component_type == cgltf_component_type_r_32f)
{
for (int a = 0; a < acc->count; a++)
for (unsigned int a = 0; a < acc->count; a++)
{
GLTFReadValue(acc, a, model.meshes[primitiveIndex].boneWeights + (a*4), 4, sizeof(float));
}
@ -4286,7 +4286,7 @@ static Model LoadGLTF(const char *fileName)
else if (acc->component_type == cgltf_component_type_r_32u)
{
unsigned int readValue[4];
for (int a = 0; a < acc->count; a++)
for (unsigned int a = 0; a < acc->count; a++)
{
GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int));
model.meshes[primitiveIndex].normals[(a*4) + 0] = (float)readValue[0];
@ -4469,7 +4469,7 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor,
model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4);
short* bones = RL_MALLOC(sizeof(short)*jointsAccessor->count*4);
for (int a = 0; a < jointsAccessor->count; a++)
for (unsigned int a = 0; a < jointsAccessor->count; a++)
{
GLTFReadValue(jointsAccessor, a, bones + (a*4), 4, sizeof(short));
}
@ -4494,7 +4494,7 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor,
model->meshes[primitiveIndex].boneIds = RL_MALLOC(sizeof(int)*jointsAccessor->count*4);
unsigned char* bones = RL_MALLOC(sizeof(unsigned char)*jointsAccessor->count*4);
for (int a = 0; a < jointsAccessor->count; a++)
for (unsigned int a = 0; a < jointsAccessor->count; a++)
{
GLTFReadValue(jointsAccessor, a, bones + (a*4), 4, sizeof(unsigned char));
}
@ -4525,7 +4525,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
{
if (model->meshes[primitiveIndex].boneIds == NULL && data->nodes_count > 0)
{
for (int nodeId = 0; nodeId < data->nodes_count; nodeId++)
for (unsigned int nodeId = 0; nodeId < data->nodes_count; nodeId++)
{
if (data->nodes[nodeId].mesh == &(data->meshes[primitiveIndex]))
{
@ -4602,7 +4602,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
unsigned short readValue = 0;
for (int a = 0; a < indexAccessor->count; a++)
for (unsigned int a = 0; a < indexAccessor->count; a++)
{
GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(short));
model->meshes[primitiveIndex].indices[a] = readValue;
@ -4614,7 +4614,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
unsigned char readValue = 0;
for (int a = 0; a < indexAccessor->count; a++)
for (unsigned int a = 0; a < indexAccessor->count; a++)
{
GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(char));
model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;
@ -4626,7 +4626,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in
model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount*3*sizeof(unsigned short));
unsigned int readValue;
for (int a = 0; a < indexAccessor->count; a++)
for (unsigned int a = 0; a < indexAccessor->count; a++)
{
GLTFReadValue(indexAccessor, a, &readValue, 1, sizeof(unsigned int));
model->meshes[primitiveIndex].indices[a] = (unsigned short)readValue;

+ 3
- 3
src/shapes.c 查看文件

@ -144,7 +144,7 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
#endif
Vector2 previous = startPos;
Vector2 current;
Vector2 current = { 0 };
for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
{
@ -770,8 +770,8 @@ void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color)
{
if ((lineThick > rec.width) || (lineThick > rec.height))
{
if (rec.width > rec.height) lineThick = p">(int)rec.height/2;
else if (rec.width < rec.height) lineThick = p">(int)rec.width/2;
if (rec.width > rec.height) lineThick = rec.height/2;
else if (rec.width < rec.height) lineThick = rec.width/2;
}
// When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following

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