diff --git a/src/rcore.c b/src/rcore.c index 40167718..5ba24a5b 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -3582,7 +3582,7 @@ void SetupViewport(int width, int height) // NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified void SetupFramebuffer(int width, int height) { - // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var) + // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var) if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height)) { TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height); diff --git a/src/rmodels.c b/src/rmodels.c index 43997c31..44988133 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -2325,7 +2325,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) { memcpy(model.meshes[i].boneMatrices, model.meshes[firstMeshWithBones].boneMatrices, - model.meshes[i].boneCount * sizeof(model.meshes[i].boneMatrices[0])); + model.meshes[i].boneCount*sizeof(model.meshes[i].boneMatrices[0])); } } } @@ -2338,7 +2338,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) { UpdateModelAnimationBones(model,anim,frame); - + for (int m = 0; m < model.meshCount; m++) { Mesh mesh = model.meshes[m]; @@ -2349,7 +2349,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) float boneWeight = 0.0; bool updated = false; // Flag to check when anim vertex information is updated const int vValues = mesh.vertexCount*3; - + for (int vCounter = 0; vCounter < vValues; vCounter += 3) { mesh.animVertices[vCounter] = 0;