- Changed GLTF_ANIMDELAY (17ms, ~58.82fps) to GLTF_FRAMERATE (60.0fps)
- Updated frameCount calculation: (animDuration * 60) instead of (animDuration * 1000 / 17)
- Updated time calculation: j / 60.0f instead of (j * 17) / 1000.0f
This fixes animation frame count misalignment when importing glTF models
exported at standard 60fps. Animations that were 27+ frames shorter than
expected on 1350-frame sequences will now import correctly.
* fix: set correct default axes for gamepads that are not connected
`glfwGetGamepadState` will set all gamepad state variables to 0.0 if required gamepad is not connected, but `RecordAutomationEvent()` inside rcore.c expects trigger axes to be -1.0f when gamepad is not connected. Since SDL and RGFW return -1.0f in such case, this change is aligning it with them
* updated comment in rcore_desktop_glfw.c
Tested on two monitors with different DPI configuration, for HigDPI enabled and not, including window resizing (with framebuffer resizing if required). Verified mouse coordinates follow the requested screen size.
Note that high-dpi awareness must be enabled by users and `CORE.Window.render` reports the scaled framebuffer size, while `CORE.Window.screen` reports the logical size.
`ToggleBorderlessWindow()` has also been reviewed to be consistent with scaling, if monitor physical display size is reported as 1920x1080 but there is a content scale of 1.5, then the borderless fullscreen window will be 1280x720, with the 1920x1080 framebuffer
This improvement is just a prove of concept, at this moment `PLATFORM_WEB` is limited in terms of software rendering by `GLFW` that only allows creating a WebGL canvas context with `glfwCreateWindow()`.
We can skip that call but then some GLFW functionality is not available (windowing, inputs). The best solution is replacing GLFW completely by a pure Emscripten implementation for `PLATFORM_WEB`.