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pull/4633/head
Ray il y a 3 semaines
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révision
6f0d8611fe
2 fichiers modifiés avec 4 ajouts et 4 suppressions
  1. +1
    -1
      src/rcore.c
  2. +3
    -3
      src/rmodels.c

+ 1
- 1
src/rcore.c Voir le fichier

@ -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);

+ 3
- 3
src/rmodels.c Voir le fichier

@ -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;

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