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Some tweaks and details review

raysan5 9 år sedan
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5659249dfa
3 ändrade filer med 7 tillägg och 5 borttagningar
  1. 2 4
      src/core.c
  2. BIN
      src/libraylib.a
  3. 5 1
      src/models.c

+ 2 - 4
src/core.c

@@ -350,8 +350,6 @@ void InitWindow(int width, int height, struct android_app *state)
 
     //state->userData = &engine;
     app->onAppCmd = AndroidCommandCallback;
-    
-    //InitGesturesSystem(app);   // NOTE: Must be called by user
 
     InitAssetManager(app->activity->assetManager);
     
@@ -1568,7 +1566,7 @@ static void InitTimer(void)
     previousTime = GetTime();       // Get time as double
 }
 
-// Get current time measure since InitTimer()
+// Get current time measure (in seconds) since InitTimer()
 static double GetTime(void)
 {
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -1576,7 +1574,7 @@ static double GetTime(void)
 #elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
     struct timespec ts;
     clock_gettime(CLOCK_MONOTONIC, &ts);
-    uint64_t time = ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
+    uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
 
     return (double)(time - baseTime)*1e-9;
 #endif

BIN
src/libraylib.a


+ 5 - 1
src/models.c

@@ -577,7 +577,10 @@ Model LoadModel(const char *fileName)
         model = rlglLoadModel(vData);     // Upload vertex data to GPU
 
         // Now that vertex data is uploaded to GPU, we can free arrays
-        // NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
+        // NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
+        // NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh
+        
+        /*
         if (rlGetVersion() != OPENGL_11)
         {
             free(vData.vertices);
@@ -585,6 +588,7 @@ Model LoadModel(const char *fileName)
             free(vData.normals);
             free(vData.colors);
         }
+        */
     }
 
     return model;