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Merge pull request #314 from nounoursheureux/develop

Fix some typos (lenght -> length)
pull/315/head
Ray 7 years ago
committed by GitHub
parent
commit
83b4b13a2c
4 changed files with 12 additions and 12 deletions
  1. +3
    -3
      docs/cheatsheet/raylib_models.c
  2. +2
    -2
      examples/others/standard_lighting.c
  3. +6
    -6
      src/raymath.h
  4. +1
    -1
      src/textures.c

+ 3
- 3
docs/cheatsheet/raylib_models.c View File

@ -3,11 +3,11 @@
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
float rotationAngle, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
float height, float lenght, Color color); // Draw cube textured
float height, float length, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires

+ 2
- 2
examples/others/standard_lighting.c View File

@ -69,7 +69,7 @@ static void GetShaderLightsLocations(Shader shader); // Get shader locations
static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
// Vector3 math functions
static float VectorLength(const Vector3 v); // Calculate vector lenght
static float VectorLength(const Vector3 v); // Calculate vector length
static void VectorNormalize(Vector3 *v); // Normalize provided vector
static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
@ -444,7 +444,7 @@ static void SetShaderLightsValues(Shader shader)
}
}
// Calculate vector lenght
// Calculate vector length
float VectorLength(const Vector3 v)
{
float length;

+ 6
- 6
src/raymath.h View File

@ -124,7 +124,7 @@ RMDEF Vector2 Vector2Zero(void); // Vector with c
RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f
RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2)
RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2)
RMDEF float Vector2Lenght(Vector2 v); // Calculate vector lenght
RMDEF float Vector2Length(Vector2 v); // Calculate vector length
RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product
RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors
RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis
@ -142,7 +142,7 @@ RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vecto
RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector
RMDEF float VectorLength(const Vector3 v); // Calculate vector lenght
RMDEF float VectorLength(const Vector3 v); // Calculate vector length
RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector
@ -236,8 +236,8 @@ RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
return (Vector2){ v1.x - v2.x, v1.y - v2.y };
}
// Calculate vector lenght
RMDEF float Vector2Lenght(Vector2 v)
// Calculate vector length
RMDEF float Vector2Length(Vector2 v)
{
return sqrtf((v.x*v.x) + (v.y*v.y));
}
@ -287,7 +287,7 @@ RMDEF void Vector2Divide(Vector2 *v, float div)
// Normalize provided vector
RMDEF void Vector2Normalize(Vector2 *v)
{
Vector2Divide(v, Vector2Lenght(*v));
Vector2Divide(v, Vector2Length(*v));
}
//----------------------------------------------------------------------------------
@ -348,7 +348,7 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v)
return result;
}
// Calculate vector lenght
// Calculate vector length
RMDEF float VectorLength(const Vector3 v)
{
return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);

+ 1
- 1
src/textures.c View File

@ -2397,7 +2397,7 @@ static Image LoadASTC(const char *fileName)
unsigned char blockZ; // Block Z dimensions (1 for 2D images)
unsigned char width[3]; // Image width in pixels (24bit value)
unsigned char height[3]; // Image height in pixels (24bit value)
unsigned char lenght[3]; // Image Z-size (1 for 2D images)
unsigned char length[3]; // Image Z-size (1 for 2D images)
} ASTCHeader;
Image image;

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