فهرست منبع

Review literals type

raysan5 9 سال پیش
والد
کامیت
183795b8aa

+ 1 - 1
examples/audio_music_stream.c

@@ -27,7 +27,7 @@ int main()
     PlayMusicStream("resources/audio/guitar_noodling.ogg");         // Play music stream
 
     int framesCounter = 0;
-    float timePlayed = 0;
+    float timePlayed = 0.0f;
     //float volume = 1.0;
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second

+ 2 - 0
examples/audio_sound_loading.c

@@ -26,6 +26,8 @@ int main()
 
     Sound fxWav = LoadSound("resources/audio/weird.wav");         // Load WAV audio file
     Sound fxOgg = LoadSound("resources/audio/tanatana.ogg");      // Load OGG audio file
+    
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
     // Main game loop

+ 8 - 8
examples/core_3d_camera_first_person.c

@@ -23,7 +23,7 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
     
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     // Generates some random columns
     float heights[MAX_COLUMNS];
@@ -37,7 +37,7 @@ int main()
         colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
     }
     
-    Vector3 playerPosition = { 4, 2, 4 };       // Define player position
+    Vector3 playerPosition = { 4.0f, 2.0f, 4.0f };       // Define player position
     
     SetCameraMode(CAMERA_FIRST_PERSON);         // Set a first person camera mode
 
@@ -60,16 +60,16 @@ int main()
 
             Begin3dMode(camera);
 
-                DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
-                DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE);     // Draw a blue wall
-                DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME);      // Draw a green wall
-                DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD);      // Draw a yellow wall
+                DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
+                DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE);     // Draw a blue wall
+                DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME);      // Draw a green wall
+                DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD);      // Draw a yellow wall
             
                 // Draw some cubes around
                 for (int i = 0; i < MAX_COLUMNS; i++)
                 {
-                    DrawCube(positions[i], 2, heights[i], 2, colors[i]);
-                    DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
+                    DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
+                    DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
                 }
 
             End3dMode();

+ 8 - 5
examples/core_3d_camera_free.c

@@ -21,9 +21,12 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera;
+    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
+    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
 
-    Vector3 cubePosition = { 0.0, 0.0, 0.0 };
+    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     
     SetCameraMode(CAMERA_FREE);         // Set a free camera mode
     SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@@ -48,10 +51,10 @@ int main()
 
             Begin3dMode(camera);
 
-                DrawCube(cubePosition, 2, 2, 2, RED);
-                DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
+                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
-                DrawGrid(10.0, 1.0);
+                DrawGrid(10, 1.0f);
 
             End3dMode();
 

+ 7 - 7
examples/core_3d_mode.c

@@ -22,11 +22,11 @@ int main()
 
     // Define the camera to look into our 3d world
     Camera camera;
-    camera.position = (Vector3){ 0.0, 10.0, 10.0 };
-    camera.target = (Vector3){ 0.0, 0.0, 0.0 };
-    camera.up = (Vector3){ 0.0, 1.0, 0.0 };
+    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
+    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
 
-    Vector3 cubePosition = { 0.0, 0.0, 0.0 };
+    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
 
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -47,10 +47,10 @@ int main()
 
             Begin3dMode(camera);
 
-                DrawCube(cubePosition, 2.0, 2.0, 2.0, RED);
-                DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON);
+                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
-                DrawGrid(10.0, 1.0);
+                DrawGrid(10, 1.0f);
 
             End3dMode();
 

+ 7 - 7
examples/core_3d_picking.c

@@ -21,10 +21,10 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
-    Vector3 cubePosition = { 0.0, 1.0, 0.0 };
-    Vector3 cubeSize = { 2.0, 2.0, 2.0 };
+    Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
+    Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
     
     Ray ray;        // Picking line ray
     
@@ -50,8 +50,8 @@ int main()
             
             // Check collision between ray and box
             collision = CheckCollisionRayBox(ray,
-                (Vector3){cubePosition.x - cubeSize.x / 2,cubePosition.y - cubeSize.y / 2,cubePosition.z - cubeSize.z / 2},
-                (Vector3){cubePosition.x + cubeSize.x / 2,cubePosition.y + cubeSize.y / 2,cubePosition.z + cubeSize.z / 2});
+                (Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
+                (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
         }
         //----------------------------------------------------------------------------------
 
@@ -65,10 +65,10 @@ int main()
 
                 DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
                 DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
-
-                DrawGrid(10.0, 1.0);
                 
                 DrawRay(ray, MAROON);
+                
+                DrawGrid(10, 1.0f);
 
             End3dMode();
             

+ 2 - 0
examples/core_basic_window.c

@@ -29,6 +29,8 @@ int main()
     int screenHeight = 450;
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+    
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
     // Main game loop

+ 4 - 4
examples/core_input_gamepad.c

@@ -23,8 +23,8 @@ int main()
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
 
-    Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
-    Vector2 gamepadMovement = { 0, 0 };
+    Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
+    Vector2 gamepadMovement = { 0.0f, 0.0f };
 
     SetTargetFPS(60);               // Set target frames-per-second
     //--------------------------------------------------------------------------------------
@@ -43,8 +43,8 @@ int main()
 
             if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
             {
-                ballPosition.x = screenWidth/2;
-                ballPosition.y = screenHeight/2;
+                ballPosition.x = (float)screenWidth/2;
+                ballPosition.y = (float)screenHeight/2;
             }
         }
         //----------------------------------------------------------------------------------

+ 5 - 5
examples/core_input_keys.c

@@ -20,7 +20,7 @@ int main()
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
 
-    Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
+    Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
 
     SetTargetFPS(60);       // Set target frames-per-second
     //--------------------------------------------------------------------------------------
@@ -30,10 +30,10 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
-        if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
-        if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
-        if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
+        if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
+        if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
+        if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
+        if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
         //----------------------------------------------------------------------------------
 
         // Draw

+ 4 - 7
examples/core_input_mouse.c

@@ -20,8 +20,9 @@ int main()
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
 
-    int mouseX, mouseY;
-    Vector2 ballPosition = { -100.0, -100.0 };
+    Vector2 ballPosition = { -100.0f, -100.0f };
+    
+    SetTargetFPS(60);
     //---------------------------------------------------------------------------------------
 
     // Main game loop
@@ -31,11 +32,7 @@ int main()
         //----------------------------------------------------------------------------------
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
         {
-            mouseX = GetMouseX();
-            mouseY = GetMouseY();
-
-            ballPosition.x = (float)mouseX;
-            ballPosition.y = (float)mouseY;
+            ballPosition = GetMousePosition();
         }
         //----------------------------------------------------------------------------------
 

+ 2 - 2
examples/core_random_values.c

@@ -22,7 +22,7 @@ int main()
 
     int framesCounter = 0;  // Variable used to count frames
 
-    int randValue = GetRandomValue(-8,5);   // Get a random integer number between -8 and 5 (both included)
+    int randValue = GetRandomValue(-8, 5);   // Get a random integer number between -8 and 5 (both included)
 
     SetTargetFPS(60);       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -37,7 +37,7 @@ int main()
         // Every two seconds (120 frames) a new random value is generated
         if (((framesCounter/120)%2) == 1)
         {
-            randValue = GetRandomValue(-8,5);
+            randValue = GetRandomValue(-8, 5);
             framesCounter = 0;
         }
         //----------------------------------------------------------------------------------

+ 5 - 5
examples/core_world_screen.c

@@ -21,9 +21,9 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
-    Vector3 cubePosition = { 0.0, 0.0, 0.0 };
+    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     
     Vector2 cubeScreenPosition;
     
@@ -53,10 +53,10 @@ int main()
 
             Begin3dMode(camera);
 
-                DrawCube(cubePosition, 2, 2, 2, RED);
-                DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
+                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
 
-                DrawGrid(10.0, 1.0);
+                DrawGrid(10, 1.0f);
 
             End3dMode();
             

+ 8 - 6
examples/lighting_blinn_phong.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [lighting] example - Basic Phong lighting
+*   raylib [shaders] example - Blinn-Phong lighting
 *
 *   This example has been created using raylib 1.3 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -22,14 +22,14 @@ int main()
     const int screenHeight = 450;
     
     SetConfigFlags(FLAG_MSAA_4X_HINT);
-    InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - blinn-phong lighting");
     SetTargetFPS(60);
     
     // Camera initialization
-    Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
     
     // Model initialization
-    Vector3 position = { 0.0, 0.0, 0.0 };
+    Vector3 position = { 0.0f, 0.0f, 0.0f };
     Model model = LoadModel("resources/model/dwarf.obj");
     Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
     SetModelShader(&model, shader);
@@ -54,7 +54,7 @@ int main()
     Material matBlinn;
     
     // Light initialization
-    light.position = (Vector3){ 5.0f, 1.0f, 1.0f };
+    light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
     light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
     light.intensity = 1.0f;
     light.diffuse = WHITE;
@@ -129,7 +129,9 @@ int main()
             Begin3dMode(camera);
                 
                 DrawModel(model, position, 4.0f, matBlinn.diffuse);
-                DrawSphere(light.position, 1.0f, YELLOW);
+                DrawSphere(light.position, 0.5f, GOLD);
+                
+                DrawGrid(20, 1.0f);
                 
             End3dMode();
             

+ 4 - 4
examples/models_billboard.c

@@ -21,10 +21,10 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     Texture2D bill = LoadTexture("resources/billboard.png");     // Our texture billboard
-    Vector3 billPosition = { 0.0, 2.0, 0.0 };                   // Position where draw billboard
+    Vector3 billPosition = { 0.0f, 2.0f, 0.0f };                 // Position where draw billboard
     
     SetCameraMode(CAMERA_ORBITAL);      // Set an orbital camera mode
     SetCameraPosition(camera.position); // Set internal camera position to match our camera position
@@ -49,9 +49,9 @@ int main()
 
             Begin3dMode(camera);
             
-                DrawGrid(10.0, 1.0);        // Draw a grid
-
                 DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
+                
+                DrawGrid(10, 1.0f);        // Draw a grid
 
             End3dMode();
 

+ 7 - 7
examples/models_box_collisions.c

@@ -21,16 +21,16 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
     
-    Vector3 playerPosition = { 0, 1, 2 };
-    Vector3 playerSize = { 1, 2, 1 };
+    Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
+    Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
     Color playerColor = GREEN;
     
-    Vector3 enemyBoxPos = { -4, 1, 0 };
-    Vector3 enemyBoxSize = { 2, 2, 2 };
+    Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
+    Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
     
-    Vector3 enemySpherePos = { 4, 0, 0 };
+    Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
     float enemySphereSize = 1.5f;
     
     bool collision = false;
@@ -98,7 +98,7 @@ int main()
                 // Draw player
                 DrawCubeV(playerPosition, playerSize, playerColor);
 
-                DrawGrid(10.0, 1.0);        // Draw a grid
+                DrawGrid(10, 1.0f);        // Draw a grid
 
             End3dMode();
             

+ 2 - 2
examples/models_cubicmap.c

@@ -21,7 +21,7 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
     Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)
@@ -31,7 +31,7 @@ int main()
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
     SetModelTexture(&map, texture);                         // Bind texture to map model
     
-    Vector3 mapPosition = { -16, 0.0, -8 };                 // Set model position
+    Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };          // Set model position
 
     UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM
     

+ 12 - 12
examples/models_geometric_shapes.c

@@ -21,7 +21,7 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -42,21 +42,21 @@ int main()
 
             Begin3dMode(camera);
 
-                DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
-                DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
-                DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
+                DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
+                DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
+                DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
 
-                DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
-                DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
+                DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
+                DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
 
-                DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
-                DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
-                DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
+                DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
+                DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
+                DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
 
-                DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
-                DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
+                DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
+                DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
 
-                DrawGrid(10.0, 1.0);        // Draw a grid
+                DrawGrid(10, 1.0f);        // Draw a grid
 
             End3dMode();
 

+ 2 - 2
examples/models_heightmap.c

@@ -21,13 +21,13 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
 
     // Define our custom camera to look into our 3d world
-    Camera camera = {{ 24.0, 18.0, 24.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 24.0f, 18.0f, 24.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     Image image = LoadImage("resources/heightmap.png");     // Load heightmap image (RAM)
     Texture2D texture = LoadTextureFromImage(image);        // Convert image to texture (VRAM)
     Model map = LoadHeightmap(image, 32);                   // Load heightmap model
     SetModelTexture(&map, texture);                         // Bind texture to model
-    Vector3 mapPosition = { -16, 0.0, -16 };                // Set model position (depends on model scaling!)
+    Vector3 mapPosition = { -16.0f, 0.0f, -16.0f };         // Set model position (depends on model scaling!)
 
     UnloadImage(image);                 // Unload heightmap image from RAM, already uploaded to VRAM
     

+ 4 - 4
examples/models_obj_loading.c

@@ -21,12 +21,12 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
-    SetModelTexture(&dwarf, texture);                             // Bind texture to model
-    Vector3 position = { 0.0, 0.0, 0.0 };                         // Set model position
+    SetModelTexture(&dwarf, texture);                                       // Bind texture to model
+    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
 
     SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -49,7 +49,7 @@ int main()
 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
-                DrawGrid(10.0, 1.0);        // Draw a grid
+                DrawGrid(10, 1.0f);        // Draw a grid
 
                 DrawGizmo(position);        // Draw gizmo
 

+ 13 - 13
examples/resources/shaders/phong.fs

@@ -9,16 +9,16 @@ uniform sampler2D texture0;
 uniform vec4 fragTintColor;
 
 // Light attributes
-uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
-uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
-uniform vec3 light_specularColor = vec3(0, 1, 0);
-uniform float light_intensity = 1;
-uniform float light_specIntensity = 1;
+uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
+uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
+uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
+uniform float light_intensity = 1.0;
+uniform float light_specIntensity = 1.0;
 
 // Material attributes
-uniform vec3 mat_ambientColor = vec3(1, 1, 1);
-uniform vec3 mat_specularColor = vec3(1, 1, 1);
-uniform float mat_glossiness = 50;
+uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
+uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
+uniform float mat_glossiness = 50.0;
 
 // World attributes
 uniform vec3 lightPos;
@@ -29,7 +29,7 @@ out vec4 fragColor;
 
 vec3 AmbientLighting()
 {
-   return mat_ambientColor * light_ambientColor;
+   return (mat_ambientColor*light_ambientColor);
 }
 
 vec3 DiffuseLighting(in vec3 N, in vec3 L)
@@ -37,15 +37,15 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L)
    // Lambertian reflection calculation
    float diffuse = clamp(dot(N, L), 0, 1);
    
-   return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
+   return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
 }
 
 vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
 {
-   float specular = 0;
+   float specular = 0.0;
 
    // Calculate specular reflection only if the surface is oriented to the light source
-   if(dot(N, L) > 0)
+   if (dot(N, L) > 0)
    {
       // Calculate half vector
       vec3 H = normalize(L + V);
@@ -54,7 +54,7 @@ vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
       specular = pow(dot(N, H), 3 + mat_glossiness);
    }
    
-   return mat_specularColor * light_specularColor * light_specIntensity * specular;
+   return (mat_specularColor*light_specularColor*light_specIntensity*specular);
 }
 
 void main()

+ 2 - 3
examples/resources/shaders/phong.vs

@@ -7,7 +7,6 @@ in vec3 vertexNormal;
 
 // Projection and model data
 uniform mat4 mvpMatrix;
-
 uniform mat4 modelMatrix;
 
 // Attributes to fragment shader
@@ -21,8 +20,8 @@ void main()
     
     // Calculate view vector normal from model
     mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
-    fragNormal = normalize(normalMatrix * vertexNormal);
+    fragNormal = normalize(normalMatrix*vertexNormal);
     
     // Calculate final vertex position
-    gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
+    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
 }

+ 3 - 3
examples/resources/shaders/swirl.fs

@@ -9,13 +9,13 @@ uniform vec4 fragTintColor;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 800;      // HARDCODED for example!
-const float renderHeight = 480;     // Use uniforms instead...
+const float renderWidth = 800.0;      // HARDCODED for example!
+const float renderHeight = 480.0;     // Use uniforms instead...
 
 float radius = 250.0;
 float angle = 0.8;
 
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
 
 void main (void)
 {

+ 4 - 4
examples/shaders_custom_uniform.c

@@ -30,13 +30,13 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
     SetModelTexture(&dwarf, texture);                                       // Bind texture to model
 
-    Vector3 position = { 0.0, 0.0, 0.0 };                                   // Set model position
+    Vector3 position = { 0.0f, 0.0f, 0.0f };                                   // Set model position
     
     Shader shader = LoadShader("resources/shaders/base.vs", 
                                "resources/shaders/swirl.fs");               // Load postpro shader
@@ -45,7 +45,7 @@ int main()
     // NOTE: If uniform variable could not be found in the shader, function returns -1
     int swirlCenterLoc = GetShaderLocation(shader, "center");
     
-    float swirlCenter[2] = { screenWidth/2, screenHeight/2 };
+    float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
     
     SetPostproShader(shader);               // Set fullscreen postprocessing shader
     
@@ -83,7 +83,7 @@ int main()
 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
-                DrawGrid(10.0, 1.0);     // Draw a grid
+                DrawGrid(10, 1.0f);     // Draw a grid
 
             End3dMode();
             

+ 3 - 3
examples/shaders_model_shader.c

@@ -30,7 +30,7 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
 
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
@@ -40,7 +40,7 @@ int main()
     SetModelShader(&dwarf, shader);         // Set shader effect to 3d model
     SetModelTexture(&dwarf, texture);       // Bind texture to model
     
-    Vector3 position = { 0.0, 0.0, 0.0 };   // Set model position
+    Vector3 position = { 0.0f, 0.0f, 0.0f };   // Set model position
     
     // Setup orbital camera
     SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
@@ -68,7 +68,7 @@ int main()
 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
-                DrawGrid(10.0, 1.0);     // Draw a grid
+                DrawGrid(10, 1.0f);     // Draw a grid
 
             End3dMode();
             

+ 3 - 3
examples/shaders_postprocessing.c

@@ -30,13 +30,13 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
+    Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
     
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture
     SetModelTexture(&dwarf, texture);                                       // Bind texture to model
 
-    Vector3 position = { 0.0, 0.0, 0.0 };                                   // Set model position
+    Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     
     Shader shader = LoadShader("resources/shaders/base.vs", 
                                "resources/shaders/bloom.fs");               // Load postpro shader
@@ -69,7 +69,7 @@ int main()
 
                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture
 
-                DrawGrid(10.0, 1.0);     // Draw a grid
+                DrawGrid(10, 1.0f);     // Draw a grid
 
             End3dMode();
             

+ 2 - 0
examples/shapes_basic_shapes.c

@@ -19,6 +19,8 @@ int main()
     int screenHeight = 450;
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
+    
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
     // Main game loop

+ 2 - 0
examples/shapes_colors_palette.c

@@ -19,6 +19,8 @@ int main()
     int screenHeight = 450;
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
+    
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
     // Main game loop

+ 2 - 0
examples/shapes_logo_raylib.c

@@ -19,6 +19,8 @@ int main()
     int screenHeight = 450;
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
+    
+    SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
     // Main game loop

+ 1 - 3
examples/shapes_logo_raylib_anim.c

@@ -35,9 +35,7 @@ int main()
     char raylib[8] = "       \0";   // raylib text array, max 8 letters
 
     int state = 0;                  // Tracking animation states (State Machine)
-
-    float alpha = 1.0;              // Useful for fading
-
+    float alpha = 1.0f;             // Useful for fading
 
     SetTargetFPS(60);
     //--------------------------------------------------------------------------------------

+ 1 - 2
examples/textures_logo_raylib.c

@@ -38,8 +38,7 @@ int main()
 
             ClearBackground(RAYWHITE);
 
-            DrawTexture(texture, screenWidth/2 - texture.width/2,
-                        screenHeight/2 - texture.height/2, WHITE);
+            DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
 
             DrawText("this IS a texture!", 360, 370, 10, GRAY);
 

+ 3 - 3
examples/textures_particles_trail_blending.c

@@ -41,12 +41,12 @@ int main()
         mouseTail[i].position = (Vector2){ 0, 0 };
         mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
         mouseTail[i].alpha = 1.0f;
-        mouseTail[i].size = (float)GetRandomValue(1, 30)/20;
+        mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
         mouseTail[i].rotation = GetRandomValue(0, 360);
         mouseTail[i].active = false;
     }
     
-    float gravity = 3;
+    float gravity = 3.0f;
 
     Texture2D smoke = LoadTexture("resources/smoke.png");
     
@@ -85,7 +85,7 @@ int main()
                 
                 if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
                 
-                mouseTail[i].rotation += 5;
+                mouseTail[i].rotation += 5.0f;
             }
         }