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Review "aggregate initializations" #1403

pull/1408/head
Ray 4 anos atrás
pai
commit
a4ea9f872f
8 arquivos alterados com 10 adições e 10 exclusões
  1. +1
    -1
      examples/core/core_3d_camera_first_person.c
  2. +1
    -1
      examples/core/core_input_multitouch.c
  3. +2
    -2
      examples/shapes/raygui.h
  4. +1
    -1
      projects/VSCode/main.c
  5. +1
    -1
      projects/VSCode_tcc_win/main.c
  6. +2
    -2
      src/physac.h
  7. +1
    -1
      src/raymath.h
  8. +1
    -1
      src/textures.c

+ 1
- 1
examples/core/core_3d_camera_first_person.c Ver arquivo

@ -31,7 +31,7 @@ int main(void)
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS] = { f">0.0f };
float heights[MAX_COLUMNS] = { i">0 };
Vector3 positions[MAX_COLUMNS] = { 0 };
Color colors[MAX_COLUMNS] = { 0 };

+ 1
- 1
examples/core/core_input_multitouch.c Ver arquivo

@ -28,7 +28,7 @@ int main(void)
Color ballColor = BEIGE;
int touchCounter = 0;
Vector2 touchPosition = { f">0.0f };
Vector2 touchPosition = { i">0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------

+ 2
- 2
examples/shapes/raygui.h Ver arquivo

@ -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 = { f">0.0f };
Vector3 hsv = { i">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 = { f">0.0f };
Vector3 rgb = { i">0 };
float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
long i = 0;

+ 1
- 1
projects/VSCode/main.c Ver arquivo

@ -39,7 +39,7 @@ int main()
SetCameraMode(camera, CAMERA_ORBITAL);
Vector3 cubePosition = { f">0.0f };
Vector3 cubePosition = { i">0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

+ 1
- 1
projects/VSCode_tcc_win/main.c Ver arquivo

@ -40,7 +40,7 @@ int main()
SetCameraMode(camera, CAMERA_ORBITAL);
Vector3 cubePosition = { f">0.0f };
Vector3 cubePosition = { i">0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

+ 2
- 2
src/physac.h Ver arquivo

@ -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;

+ 1
- 1
src/raymath.h Ver arquivo

@ -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 = { f">0.0f };
Quaternion result = { i">0 };
if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
{

+ 1
- 1
src/textures.c Ver arquivo

@ -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 = { f">0.0f };
Vector4 fout = { i">0 };
fout.w = fsrc.w + fdst.w*(1.0f - fsrc.w);

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