diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 39fbfb2e..9225991a 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -31,7 +31,7 @@ int main(void) camera.type = CAMERA_PERSPECTIVE; // Generates some random columns - float heights[MAX_COLUMNS] = { 0.0f }; + float heights[MAX_COLUMNS] = { 0 }; Vector3 positions[MAX_COLUMNS] = { 0 }; Color colors[MAX_COLUMNS] = { 0 }; diff --git a/examples/core/core_input_multitouch.c b/examples/core/core_input_multitouch.c index a19a3fea..584e029a 100644 --- a/examples/core/core_input_multitouch.c +++ b/examples/core/core_input_multitouch.c @@ -28,7 +28,7 @@ int main(void) Color ballColor = BEIGE; int touchCounter = 0; - Vector2 touchPosition = { 0.0f }; + Vector2 touchPosition = { 0 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- diff --git a/examples/shapes/raygui.h b/examples/shapes/raygui.h index 226ce8f2..6d5df13e 100644 --- a/examples/shapes/raygui.h +++ b/examples/shapes/raygui.h @@ -4337,7 +4337,7 @@ static const char **GuiTextSplit(const char *text, int *count, int *textRow) // NOTE: Color data should be passed normalized static Vector3 ConvertRGBtoHSV(Vector3 rgb) { - Vector3 hsv = { 0.0f }; + Vector3 hsv = { 0 }; float min = 0.0f; float max = 0.0f; float delta = 0.0f; @@ -4390,7 +4390,7 @@ static Vector3 ConvertRGBtoHSV(Vector3 rgb) // NOTE: Color data should be passed normalized static Vector3 ConvertHSVtoRGB(Vector3 hsv) { - Vector3 rgb = { 0.0f }; + Vector3 rgb = { 0 }; float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f; long i = 0; diff --git a/projects/VSCode/main.c b/projects/VSCode/main.c index d067f0b0..88f356ea 100644 --- a/projects/VSCode/main.c +++ b/projects/VSCode/main.c @@ -39,7 +39,7 @@ int main() SetCameraMode(camera, CAMERA_ORBITAL); - Vector3 cubePosition = { 0.0f }; + Vector3 cubePosition = { 0 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/projects/VSCode_tcc_win/main.c b/projects/VSCode_tcc_win/main.c index 9c039217..7a68a373 100644 --- a/projects/VSCode_tcc_win/main.c +++ b/projects/VSCode_tcc_win/main.c @@ -40,7 +40,7 @@ int main() SetCameraMode(camera, CAMERA_ORBITAL); - Vector3 cubePosition = { 0.0f }; + Vector3 cubePosition = { 0 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/src/physac.h b/src/physac.h index d9b534b5..f03074dd 100644 --- a/src/physac.h +++ b/src/physac.h @@ -407,8 +407,8 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float newBody->id = newId; newBody->enabled = true; newBody->position = pos; - newBody->velocity = (Vector2){ 0.0f }; - newBody->force = (Vector2){ 0.0f }; + newBody->velocity = (Vector2){ 0.0f, 0.0f }; + newBody->force = (Vector2){ 0.0f, 0.0f }; newBody->angularVelocity = 0.0f; newBody->torque = 0.0f; newBody->orient = 0.0f; diff --git a/src/raymath.h b/src/raymath.h index 06ab1320..68f1dd9e 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1328,7 +1328,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) // Returns a quaternion for a given rotation matrix RMDEF Quaternion QuaternionFromMatrix(Matrix mat) { - Quaternion result = { 0.0f }; + Quaternion result = { 0 }; if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10)) { diff --git a/src/textures.c b/src/textures.c index a555aeb4..0854aa9e 100644 --- a/src/textures.c +++ b/src/textures.c @@ -3565,7 +3565,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint) Vector4 fdst = ColorNormalize(dst); Vector4 fsrc = ColorNormalize(src); Vector4 ftint = ColorNormalize(tint); - Vector4 fout = { 0.0f }; + Vector4 fout = { 0 }; fout.w = fsrc.w + fdst.w*(1.0f - fsrc.w);