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Remove unneeded comment

pull/2622/head
Ray 2 years ago
parent
commit
5840cd6e50
22 changed files with 25 additions and 24 deletions
  1. +1
    -1
      examples/core/core_3d_camera_first_person.c
  2. +1
    -1
      examples/core/core_3d_camera_free.c
  3. +1
    -1
      examples/core/core_3d_picking.c
  4. +1
    -1
      examples/core/core_vr_simulator.c
  5. +1
    -1
      examples/core/core_world_screen.c
  6. +1
    -1
      examples/models/models_billboard.c
  7. +1
    -1
      examples/models/models_cubicmap.c
  8. +1
    -1
      examples/models/models_first_person_maze.c
  9. +1
    -1
      examples/models/models_heightmap.c
  10. +1
    -1
      examples/models/models_loading_gltf.c
  11. +1
    -1
      examples/models/models_loading_vox.c
  12. +1
    -1
      examples/models/models_mesh_generation.c
  13. +1
    -1
      examples/models/models_mesh_picking.c
  14. +1
    -1
      examples/models/models_skybox.c
  15. +1
    -1
      examples/shaders/shaders_basic_lighting.c
  16. +2
    -2
      examples/shaders/shaders_custom_uniform.c
  17. +1
    -1
      examples/shaders/shaders_fog.c
  18. +1
    -1
      examples/shaders/shaders_model_shader.c
  19. +1
    -1
      examples/shaders/shaders_postprocessing.c
  20. +1
    -1
      examples/shaders/shaders_raymarching.c
  21. +2
    -2
      examples/shaders/shaders_simple_mask.c
  22. +2
    -1
      examples/text/text_draw_3d.c

+ 1
- 1
examples/core/core_3d_camera_first_person.c View File

@ -57,7 +57,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/core/core_3d_camera_free.c View File

@ -45,7 +45,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------

+ 1
- 1
examples/core/core_3d_picking.c View File

@ -50,7 +50,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{

+ 1
- 1
examples/core/core_vr_simulator.c View File

@ -109,7 +109,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera (simulator mode)
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/core/core_world_screen.c View File

@ -46,7 +46,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);

+ 1
- 1
examples/models/models_billboard.c View File

@ -46,7 +46,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/models/models_cubicmap.c View File

@ -52,7 +52,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/models/models_first_person_maze.c View File

@ -57,7 +57,7 @@ int main(void)
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.position; // Store old camera position
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = { camera.position.x, camera.position.z };

+ 1
- 1
examples/models/models_heightmap.c View File

@ -49,7 +49,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/models/models_loading_gltf.c View File

@ -48,7 +48,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update our camera with inputs
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/models/models_loading_vox.c View File

@ -79,7 +79,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update our camera to orbit
UpdateCamera(&camera);
// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;

+ 1
- 1
examples/models/models_mesh_generation.c View File

@ -78,7 +78,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
UpdateCamera(&camera);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{

+ 1
- 1
examples/models/models_mesh_picking.c View File

@ -73,7 +73,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
// Display information about closest hit
RayCollision collision = { 0 };

+ 1
- 1
examples/models/models_skybox.c View File

@ -97,7 +97,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
// Load new cubemap texture on drag&drop
if (IsFileDropped())

+ 1
- 1
examples/shaders/shaders_basic_lighting.c View File

@ -90,7 +90,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };

+ 2
- 2
examples/shaders/shaders_custom_uniform.c View File

@ -78,6 +78,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
Vector2 mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.x;
@ -85,8 +87,6 @@ int main(void)
// Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/shaders/shaders_fog.c View File

@ -94,7 +94,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
if (IsKeyDown(KEY_UP))
{

+ 1
- 1
examples/shaders/shaders_model_shader.c View File

@ -70,7 +70,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 1
- 1
examples/shaders/shaders_postprocessing.c View File

@ -118,7 +118,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
else if (IsKeyPressed(KEY_LEFT)) currentShader--;

+ 1
- 1
examples/shaders/shaders_raymarching.c View File

@ -66,7 +66,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera);
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };

+ 2
- 2
examples/shaders/shaders_simple_mask.c View File

@ -93,6 +93,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
framesCounter++;
rotation.x += 0.01f;
rotation.y += 0.005f;
@ -103,8 +105,6 @@ int main(void)
// Rotate one of the models
model1.transform = MatrixRotateXYZ(rotation);
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw

+ 2
- 1
examples/text/text_draw_3d.c View File

@ -141,6 +141,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
// Handle font files dropped
if (IsFileDropped())
{
@ -265,7 +267,6 @@ int main(void)
// Measure 3D text so we can center it
tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
UpdateCamera(&camera); // Update camera
quads = 0; // Reset quad counter
time += GetFrameTime(); // Update timer needed by `DrawTextWave3D()`
//----------------------------------------------------------------------------------

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