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Small tweaks

pull/26/head
raysan5 9 years ago
parent
commit
c52ba520ce
4 changed files with 16 additions and 9 deletions
  1. +2
    -2
      src/core.c
  2. +6
    -5
      src/raylib.h
  3. +1
    -1
      src/rlgl.c
  4. +7
    -1
      src/text.c

+ 2
- 2
src/core.c View File

@ -1007,8 +1007,8 @@ static void InitDisplay(int width, int height)
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
//glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window
//glfwWindowHint(GLFW_RED_BITS, 8); // Color framebuffer red component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depth buffer bits (24 by default)
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default)
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers

+ 6
- 5
src/raylib.h View File

@ -517,18 +517,19 @@ float GetGesturePinchAngle(void); // Get gesture pinch ang
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
Camera UpdateCamera(Vector3 *playerPosition); // Update camera and player position (1st person and 3rd person cameras)
Camera UpdateCamera(Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
void SetCameraMoveControls(int frontKey, int backKey,
int leftKey, int rightKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int frontKey, int backKey,
int leftKey, int rightKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
void SetCameraTarget(Vector3 target); // Set internal camera target
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)

+ 1
- 1
src/rlgl.c View File

@ -858,7 +858,7 @@ void rlglInit(void)
// NOTE: We don't need that much data on screen... right now...
#if defined(GRAPHICS_API_OPENGL_11)
TraceLog(INFO, "OpenGL 1.1 profile initialized");
o">//TraceLog(INFO, "OpenGL 1.1 (or driver default) profile initialized");
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)

+ 7
- 1
src/text.c View File

@ -614,8 +614,14 @@ static SpriteFont LoadRBMF(const char *fileName)
}
// Generate a sprite font from TTF data (font size required)
// NOTE: This function is a mess, it should be completely redone!
static SpriteFont LoadTTF(const char *fileName, int fontSize)
{
// Steps:
// 1) Generate sprite sheet image with characters from TTF
// 2) Load image as SpriteFont
SpriteFont font;
Image image;
@ -631,7 +637,7 @@ static SpriteFont LoadTTF(const char *fileName, int fontSize)
unsigned char *tempBitmap = (unsigned char *)malloc(image.width*image.height*sizeof(unsigned char)); // One channel bitmap returned!
// REFERENCE
// Reference struct
/*
typedef struct
{

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