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@@ -305,7 +305,7 @@ typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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- float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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+ float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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@@ -663,7 +663,7 @@ typedef enum {
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MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
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MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
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MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
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- MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device)
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+ MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
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MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
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} MouseButton;
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@@ -967,7 +967,7 @@ RLAPI void DisableEventWaiting(void); // Disable wai
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// Custom frame control functions
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// NOTE: Those functions are intended for advance users that want full control over the frame processing
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-// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
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+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
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// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
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RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
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RLAPI void PollInputEvents(void); // Register all input events
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