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`WARNING`: **NEW** raylib code CONVENTION: Comments do not end with '.'

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55 ha cambiato i file con 210 aggiunte e 208 eliminazioni
  1. 4 0
      CONVENTIONS.md
  2. 1 3
      examples/audio/audio_raw_stream.c
  3. 1 1
      examples/core/core_custom_frame_control.c
  4. 2 1
      examples/core/core_smooth_pixelperfect.c
  5. 12 12
      examples/examples_template.c
  6. 1 1
      examples/models/models_animation.c
  7. 2 2
      examples/models/models_billboard.c
  8. 3 3
      examples/models/models_loading.c
  9. 1 1
      examples/models/models_loading_m3d.c
  10. 4 2
      examples/others/easings_testbed.c
  11. 6 6
      examples/others/raylib_opengl_interop.c
  12. 4 4
      examples/others/rlgl_compute_shader.c
  13. 2 2
      examples/others/rlgl_standalone.c
  14. 2 2
      examples/shaders/shaders_basic_lighting.c
  15. 1 1
      examples/shaders/shaders_custom_uniform.c
  16. 17 17
      examples/shaders/shaders_deferred_render.c
  17. 3 3
      examples/shaders/shaders_eratosthenes.c
  18. 2 2
      examples/shaders/shaders_fog.c
  19. 1 1
      examples/shaders/shaders_hot_reloading.c
  20. 7 7
      examples/shaders/shaders_hybrid_render.c
  21. 6 7
      examples/shaders/shaders_julia_set.c
  22. 2 2
      examples/shaders/shaders_lightmap.c
  23. 1 1
      examples/shaders/shaders_model_shader.c
  24. 1 1
      examples/shaders/shaders_multi_sample2d.c
  25. 2 2
      examples/shaders/shaders_normalmap.c
  26. 1 1
      examples/shaders/shaders_palette_switch.c
  27. 1 1
      examples/shaders/shaders_postprocessing.c
  28. 1 1
      examples/shaders/shaders_raymarching.c
  29. 1 1
      examples/shaders/shaders_shadowmap.c
  30. 1 1
      examples/shaders/shaders_shapes_textures.c
  31. 4 4
      examples/shaders/shaders_spotlight.c
  32. 1 1
      examples/shaders/shaders_texture_outline.c
  33. 1 1
      examples/shaders/shaders_texture_tiling.c
  34. 1 1
      examples/shaders/shaders_texture_waves.c
  35. 1 1
      examples/shapes/shapes_easings_rectangle_array.c
  36. 3 3
      examples/shapes/shapes_rectangle_advanced.c
  37. 1 1
      examples/text/text_codepoints_loading.c
  38. 5 5
      examples/text/text_draw_3d.c
  39. 1 1
      examples/text/text_font_spritefont.c
  40. 1 1
      examples/text/text_input_box.c
  41. 2 2
      examples/text/text_rectangle_bounds.c
  42. 2 2
      examples/text/text_unicode.c
  43. 2 2
      examples/textures/textures_draw_tiled.c
  44. 2 2
      examples/textures/textures_image_channel.c
  45. 1 1
      examples/textures/textures_particles_blending.c
  46. 3 3
      src/external/rl_gputex.h
  47. 28 27
      src/platforms/rcore_desktop_glfw.c
  48. 17 18
      src/platforms/rcore_desktop_sdl.c
  49. 16 16
      src/platforms/rcore_drm.c
  50. 7 7
      src/raudio.c
  51. 1 1
      src/raylib.h
  52. 10 12
      src/rmodels.c
  53. 3 3
      src/rshapes.c
  54. 3 3
      src/rtext.c
  55. 1 1
      src/rtextures.c

+ 4 - 0
CONVENTIONS.md

@@ -28,6 +28,10 @@ Some other conventions to follow:
  - **ALWAYS** initialize all defined variables.
  - **Do not use TABS**, use 4 spaces instead.
  - Avoid trailing spaces, please, avoid them
+ - Comments always start with space + capital letter and never end with a '.', place them **before** the line(s) they refer to
+```c
+// This is a comment in raylib or raylib examples
+```
  - Control flow statements always are followed **by a space**:
 ```c
 if (condition) value = 0;

+ 1 - 3
examples/audio/audio_raw_stream.c

@@ -108,8 +108,6 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-
-        // Sample mouse input.
         mousePosition = GetMousePosition();
 
         if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
@@ -125,7 +123,7 @@ int main(void)
         // Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
         if (frequency != oldFrequency)
         {
-            // Compute wavelength. Limit size in both directions.
+            // Compute wavelength. Limit size in both directions
             //int oldWavelength = waveLength;
             waveLength = (int)(22050/frequency);
             if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;

+ 1 - 1
examples/core/core_custom_frame_control.c

@@ -12,7 +12,7 @@
 *       4. PollInputEvents()
 *
 *   To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
-*   config.h (it requires recompiling raylib). This way those steps are up to the user.
+*   config.h (it requires recompiling raylib). This way those steps are up to the user
 *
 *   Note that enabling this flag invalidates some functions:
 *       - GetFrameTime()

+ 2 - 1
examples/core/core_smooth_pixelperfect.c

@@ -43,7 +43,8 @@ int main(void)
     Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
     screenSpaceCamera.zoom = 1.0f;
 
-    RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
+    // Load render texture to draw all our objects
+    RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
 
     Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
     Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };

+ 12 - 12
examples/examples_template.c

@@ -6,30 +6,30 @@
 
     1. File naming: <module>_<description> - Lower case filename, words separated by underscore,
        no more than 3-4 words in total to describe the example. <module> referes to the primary
-       raylib module the example is more related with (code, shapes, textures, models, shaders, raudio).
+       raylib module the example is more related with (code, shapes, textures, models, shaders, raudio)
        i.e: core_input_multitouch, shapes_lines_bezier, shaders_palette_switch
 
     2. Follow below template structure, example info should list the module, the short description
-       and the author of the example, twitter or github info could be also provided for the author.
-       Short description should also be used on the title of the window.
+       and the author of the example, twitter or github info could be also provided for the author
+       Short description should also be used on the title of the window
 
     3. Code should be organized by sections:[Initialization]- [Update] - [Draw] - [De-Initialization]
        Place your code between the dotted lines for every section, please don't mix update logic with drawing
-       and remember to unload all loaded resources.
+       and remember to unload all loaded resources
 
     4. Code should follow raylib conventions: https://github.com/raysan5/raylib/wiki/raylib-coding-conventions
-       Try to be very organized, using line-breaks appropiately.
+       Try to be very organized, using line-breaks appropiately
 
-    5. Add comments to the specific parts of code the example is focus on.
-       Don't abuse with comments, try to be clear and impersonal on the comments.
+    5. Add comments to the specific parts of code the example is focus on
+       Don't abuse with comments, try to be clear and impersonal on the comments
 
-    6. Try to keep the example simple, under 300 code lines if possible. Try to avoid external dependencies.
-       Try to avoid defining functions outside the main(). Example should be as self-contained as possible.
+    6. Try to keep the example simple, under 300 code lines if possible. Try to avoid external dependencies
+       Try to avoid defining functions outside the main(). Example should be as self-contained as possible
 
     7. About external resources, they should be placed in a [resources] folder and those resources
-       should be open and free for use and distribution. Avoid propietary content.
+       should be open and free for use and distribution. Avoid propietary content
 
-    8. Try to keep the example simple but with a creative touch.
+    8. Try to keep the example simple but with a creative touch
        Simple but beautiful examples are more appealing to users!
 
     9. In case of additional information is required, just come to raylib Discord channel: example-contributions
@@ -37,7 +37,7 @@
     10. Have fun!
 
     The following files should be updated when adding a new example, it's planned to create some
-    script to automatize this process but not available yet.
+    script to automatize this process but not available yet
 
      - raylib/examples/<category>/<category>_example_name.c
      - raylib/examples/<category>/<category>_example_name.png

+ 1 - 1
examples/models/models_animation.c

@@ -17,7 +17,7 @@
 *
 *   NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
 *         in the same position as they would be in edit mode and the scale of your models is
-*         set to 0. Scaling can be done from the export menu.
+*         set to 0. Scaling can be done from the export menu
 *
 ********************************************************************************************/
 

+ 2 - 2
examples/models/models_billboard.c

@@ -40,7 +40,7 @@ int main(void)
     Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f };          // Position of static billboard
     Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f };        // Position of rotating billboard
 
-    // Entire billboard texture, source is used to take a segment from a larger texture.
+    // Entire billboard texture, source is used to take a segment from a larger texture
     Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
 
     // NOTE: Billboard locked on axis-Y
@@ -54,7 +54,7 @@ int main(void)
     Vector2 origin = Vector2Scale(size, 0.5f);
 
     // Distance is needed for the correct billboard draw order
-    // Larger distance (further away from the camera) should be drawn prior to smaller distance.
+    // Larger distance (further away from the camera) should be drawn prior to smaller distance
     float distanceStatic;
     float distanceRotating;
     float rotation = 0.0f;

+ 3 - 3
examples/models/models_loading.c

@@ -7,11 +7,11 @@
 *   NOTE: raylib supports multiple models file formats:
 *
 *     - OBJ  > Text file format. Must include vertex position-texcoords-normals information,
-*              if files references some .mtl materials file, it will be loaded (or try to).
+*              if files references some .mtl materials file, it will be loaded (or try to)
 *     - GLTF > Text/binary file format. Includes lot of information and it could
-*              also reference external files, raylib will try loading mesh and materials data.
+*              also reference external files, raylib will try loading mesh and materials data
 *     - IQM  > Binary file format. Includes mesh vertex data but also animation data,
-*              raylib can load .iqm animations.
+*              raylib can load .iqm animations
 *     - VOX  > Binary file format. MagikaVoxel mesh format:
 *              https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
 *     - M3D  > Binary file format. Model 3D format:

+ 1 - 1
examples/models/models_loading_m3d.c

@@ -119,7 +119,7 @@ int main(void)
                     // without a -1, we would always draw a cube at the origin
                     for (int i = 0; i < model.boneCount - 1; i++)
                     {
-                        // By default the model is loaded in bind-pose by LoadModel().
+                        // By default the model is loaded in bind-pose by LoadModel()
                         // But if UpdateModelAnimation() has been called at least once
                         // then the model is already in animation pose, so we need the animated skeleton
                         if (!animPlaying || !animsCount)

+ 4 - 2
examples/others/easings_testbed.c

@@ -221,10 +221,12 @@ int main(void)
 }
 
 
-// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
+// NoEase function, used when "no easing" is selected for any axis 
+// It just ignores all parameters besides b
 static float NoEase(float t, float b, float c, float d)
 {
-    float burn = t + b + c + d;  // Hack to avoid compiler warning (about unused variables)
+    // Hack to avoid compiler warning (about unused variables)
+    float burn = t + b + c + d;
     d += burn;
 
     return b;

+ 6 - 6
examples/others/raylib_opengl_interop.c

@@ -16,13 +16,13 @@
 ********************************************************************************************
 *
 *   Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
-*   primary point is to demonstrate raylib and OpenGL interop.
+*   primary point is to demonstrate raylib and OpenGL interop
 *
 *   rlgl batched draw operations internally so we have to flush the current batch before
-*   doing our own OpenGL work (rlDrawRenderBatchActive()).
+*   doing our own OpenGL work (rlDrawRenderBatchActive())
 *
 *   The example also demonstrates how to get the current model view projection matrix of
-*   raylib. That way raylib cameras and so on work as expected.
+*   raylib. That way raylib cameras and so on work as expected
 *
 ********************************************************************************************/
 
@@ -87,13 +87,13 @@ int main(void)
         particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
         particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
 
-        // Give each particle a slightly different period. But don't spread it to much.
-        // This way the particles line up every so often and you get a glimps of what is going on.
+        // Give each particle a slightly different period. But don't spread it to much
+        // This way the particles line up every so often and you get a glimps of what is going on
         particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
     }
 
     // Create a plain OpenGL vertex buffer with the data and an vertex array object
-    // that feeds the data from the buffer into the vertexPosition shader attribute.
+    // that feeds the data from the buffer into the vertexPosition shader attribute
     GLuint vao = 0;
     GLuint vbo = 0;
     glGenVertexArrays(1, &vao);

+ 4 - 4
examples/others/rlgl_compute_shader.c

@@ -23,11 +23,11 @@
 
 #include <stdlib.h>
 
-// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
-// This must be a multiple of 16 (check golLogic compute dispatch).
+// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
+// This must be a multiple of 16 (check golLogic compute dispatch)
 #define GOL_WIDTH 768
 
-// Maximum amount of queued draw commands (squares draw from mouse down events).
+// Maximum amount of queued draw commands (squares draw from mouse down events)
 #define MAX_BUFFERED_TRANSFERTS 48
 
 // Game Of Life Update Command
@@ -160,7 +160,7 @@ int main(void)
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    // Unload shader buffers objects.
+    // Unload shader buffers objects
     rlUnloadShaderBuffer(ssboA);
     rlUnloadShaderBuffer(ssboB);
     rlUnloadShaderBuffer(ssboTransfert);

+ 2 - 2
examples/others/rlgl_standalone.c

@@ -9,7 +9,7 @@
 *
 *   Example originally created with raylib 1.6, last time updated with raylib 4.0
 *
-*   WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile.
+*   WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile
 *       It could work on other platforms if redesigned for those platforms (out-of-scope)
 *
 *   DEPENDENCIES:
@@ -48,7 +48,7 @@
 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
 *     as being the original software.
 *
-*     3. This notice may not be removed or altered from any source distribution.
+*     3. This notice may not be removed or altered from any source distribution
 *
 ********************************************************************************************/
 

+ 2 - 2
examples/shaders/shaders_basic_lighting.c

@@ -5,9 +5,9 @@
 *   Example complexity rating: [★★★★] 4/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
-*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
 *
 *   Example originally created with raylib 3.0, last time updated with raylib 4.2
 *

+ 1 - 1
examples/shaders/shaders_custom_uniform.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★☆☆] 2/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

+ 17 - 17
examples/shaders/shaders_deferred_render.c

@@ -99,44 +99,44 @@ int main(void)
 
     // NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
     // (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
-    // depth, and the inverse view/projection matrices.
+    // depth, and the inverse view/projection matrices
 
-    // 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
+    // 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios
     // But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
-    // and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
+    // and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`
     gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
 
-    // Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility.
-    // This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations.
+    // Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility
+    // This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations
     gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
 
-    // Albedo (diffuse color) and specular strength can be combined into one texture.
-    // The color in RGB, and the specular strength in the alpha channel.
+    // Albedo (diffuse color) and specular strength can be combined into one texture
+    // The color in RGB, and the specular strength in the alpha channel
     gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
 
     // Activate the draw buffers for our framebuffer
     rlActiveDrawBuffers(3);
 
-    // Now we attach our textures to the framebuffer.
+    // Now we attach our textures to the framebuffer
     rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
     rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
     rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
 
-    // Finally we attach the depth buffer.
+    // Finally we attach the depth buffer
     gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
     rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
 
-    // Make sure our framebuffer is complete.
+    // Make sure our framebuffer is complete
     // NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
-    // to rlDisableFramebuffer() here.
+    // to rlDisableFramebuffer() here
     if (!rlFramebufferComplete(gBuffer.framebuffer))
     {
         TraceLog(LOG_WARNING, "Framebuffer is not complete");
     }
 
-    // Now we initialize the sampler2D uniform's in the deferred shader.
+    // Now we initialize the sampler2D uniform's in the deferred shader
     // We do this by setting the uniform's values to the texture units that
-    // we later bind our g-buffer textures to.
+    // we later bind our g-buffer textures to
     rlEnableShader(deferredShader.id);
         int texUnitPosition = 0;
         int texUnitNormal = 1;
@@ -219,7 +219,7 @@ int main(void)
             rlDisableColorBlend();
             BeginMode3D(camera);
                 // NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
-                // will not work, as they won't immediately load the shader program.
+                // will not work, as they won't immediately load the shader program
                 rlEnableShader(gbufferShader.id);
                     // When drawing a model here, make sure that the material's shaders
                     // are set to the gbuffer shader!
@@ -236,7 +236,7 @@ int main(void)
             EndMode3D();
             rlEnableColorBlend();
 
-            // Go back to the default framebuffer (0) and draw our deferred shading.
+            // Go back to the default framebuffer (0) and draw our deferred shading
             rlDisableFramebuffer();
             rlClearScreenBuffers(); // Clear color & depth buffer
 
@@ -264,10 +264,10 @@ int main(void)
                         rlEnableColorBlend();
                     EndMode3D();
 
-                    // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
+                    // As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer
                     rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
                     rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
-                    rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100);    // GL_DEPTH_BUFFER_BIT
+                    rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
                     rlDisableFramebuffer();
 
                     // Since our shader is now done and disabled, we can draw spheres

+ 3 - 3
examples/shaders/shaders_eratosthenes.c

@@ -4,7 +4,7 @@
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
-*   NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
+*   NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve
 *
 *       "Sift the twos and sift the threes,
 *        The Sieve of Eratosthenes.
@@ -12,9 +12,9 @@
 *        the numbers that are left are prime."
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
-*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
 *
 *   Example originally created with raylib 2.5, last time updated with raylib 4.0
 *

+ 2 - 2
examples/shaders/shaders_fog.c

@@ -5,9 +5,9 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
-*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
 *
 *   Example originally created with raylib 2.5, last time updated with raylib 3.7
 *

+ 1 - 1
examples/shaders/shaders_hot_reloading.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
-*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
+*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
 *
 *   Example originally created with raylib 3.0, last time updated with raylib 3.5
 *

+ 7 - 7
examples/shaders/shaders_hybrid_render.c

@@ -61,15 +61,15 @@ int main(void)
     // You are required to write depth for all shaders if one shader does it
     Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
 
-    // Declare Struct used to store camera locs.
+    // Declare Struct used to store camera locs
     RayLocs marchLocs = {0};
 
-    // Fill the struct with shader locs.
+    // Fill the struct with shader locs
     marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
     marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
     marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
 
-    // Transfer screenCenter position to shader. Which is used to calculate ray direction.
+    // Transfer screenCenter position to shader. Which is used to calculate ray direction
     Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
     SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
 
@@ -85,7 +85,7 @@ int main(void)
         .projection = CAMERA_PERSPECTIVE              // Camera projection type
     };
 
-    // Camera FOV is pre-calculated in the camera Distance.
+    // Camera FOV is pre-calculated in the camera distance
     float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
@@ -98,10 +98,10 @@ int main(void)
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, CAMERA_ORBITAL);
 
-        // Update Camera Postion in the ray march shader.
+        // Update Camera Postion in the ray march shader
         SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
 
-        // Update Camera Looking Vector. Vector length determines FOV.
+        // Update Camera Looking Vector. Vector length determines FOV
         Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
         SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
         //----------------------------------------------------------------------------------
@@ -113,7 +113,7 @@ int main(void)
             ClearBackground(WHITE);
 
             // Raymarch Scene
-            rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
+            rlEnableDepthTest(); // Manually enable Depth Test to handle multiple rendering methods
             BeginShaderMode(shdrRaymarch);
                 DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
             EndShaderMode();

+ 6 - 7
examples/shaders/shaders_julia_set.c

@@ -5,9 +5,9 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
-*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
 *
 *   Example originally created with raylib 2.5, last time updated with raylib 4.0
 *
@@ -109,7 +109,7 @@ int main(void)
             SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
         }
 
-        // If "R" is pressed, reset zoom and offset.
+        // If "R" is pressed, reset zoom and offset
         if (IsKeyPressed(KEY_R))
         {
             zoom = startingZoom;
@@ -125,17 +125,16 @@ int main(void)
         if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
         else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
 
-        // If either left or right button is pressed, zoom in/out.
+        // If either left or right button is pressed, zoom in/out
         if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
         {
-            // Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
+            // Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
             zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed;
 
             const Vector2 mousePos = GetMousePosition();
             Vector2 offsetVelocity;
             // Find the velocity at which to change the camera. Take the distance of the mouse
-            // from the center of the screen as the direction, and adjust magnitude based on
-            // the current zoom.
+            // from the center of the screen as the direction, and adjust magnitude based on the current zoom
             offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
             offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
 

+ 2 - 2
examples/shaders/shaders_lightmap.c

@@ -5,9 +5,9 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
-*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
 *
 *   Example originally created with raylib 4.5, last time updated with raylib 4.5
 *

+ 1 - 1
examples/shaders/shaders_model_shader.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★☆☆] 2/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

+ 1 - 1
examples/shaders/shaders_multi_sample2d.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★☆☆] 2/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

+ 2 - 2
examples/shaders/shaders_normalmap.c

@@ -5,7 +5,7 @@
  *   Example complexity rating: [★★★★] 4/4
  *
  *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
- *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+ *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
  *
  *   Example originally created with raylib 5.6, last time updated with raylib 5.6
  *
@@ -79,7 +79,7 @@ int main(void)
     SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture, TEXTURE_FILTER_TRILINEAR);
     SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_TRILINEAR);
 
-    // Specular exponent AKA shininess of the material.
+    // Specular exponent AKA shininess of the material
     float specularExponent = 8.0f;
     int specularExponentLoc = GetShaderLocation(shader, "specularExponent");
 

+ 1 - 1
examples/shaders/shaders_palette_switch.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

+ 1 - 1
examples/shaders/shaders_postprocessing.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

+ 1 - 1
examples/shaders/shaders_raymarching.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★★★] 4/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
-*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
+*         is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
 *
 *   Example originally created with raylib 2.0, last time updated with raylib 4.2
 *

+ 1 - 1
examples/shaders/shaders_shadowmap.c

@@ -44,7 +44,7 @@ int main(void)
     SetConfigFlags(FLAG_MSAA_4X_HINT);
     // Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
     // which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve
-    // realism and also adapt it for different scenes. This is pretty much the simplest possible implementation.
+    // realism and also adapt it for different scenes. This is pretty much the simplest possible implementation
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap");
 
     Camera3D cam = (Camera3D){ 0 };

+ 1 - 1
examples/shaders/shaders_shapes_textures.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★☆☆] 2/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

+ 4 - 4
examples/shaders/shaders_spotlight.c

@@ -20,13 +20,13 @@
 *
 *   The right hand side of the screen there is just enough light to see whats
 *   going on without the spot light, great for a stealth type game where you
-*   have to avoid the spotlights.
+*   have to avoid the spotlights
 *
-*   The left hand side of the screen is in pitch dark except for where the spotlights are.
+*   The left hand side of the screen is in pitch dark except for where the spotlights are
 *
 *   Although this example doesn't scale like the letterbox example, you could integrate
 *   the two techniques, but by scaling the actual colour of the render texture rather
-*   than using alpha as a mask.
+*   than using alpha as a mask
 *
 ********************************************************************************************/
 
@@ -115,7 +115,7 @@ int main(void)
     }
 
     // Tell the shader how wide the screen is so we can have
-    // a pitch black half and a dimly lit half.
+    // a pitch black half and a dimly lit half
     unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
     float sw = (float)GetScreenWidth();
     SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);

+ 1 - 1
examples/shaders/shaders_texture_outline.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   Example originally created with raylib 4.0, last time updated with raylib 4.0
 *

+ 1 - 1
examples/shaders/shaders_texture_tiling.c

@@ -4,7 +4,7 @@
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
-*   Example demonstrates how to tile a texture on a 3D model using raylib.
+*   Example demonstrates how to tile a texture on a 3D model using raylib
 *
 *   Example originally created with raylib 4.5, last time updated with raylib 4.5
 *

+ 1 - 1
examples/shaders/shaders_texture_waves.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★☆☆] 2/4
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
 *
 *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

+ 1 - 1
examples/shapes/shapes_easings_rectangle_array.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
-*   the library to same directory as example or make sure it's available on include path.
+*   the library to same directory as example or make sure it's available on include path
 *
 *   Example originally created with raylib 2.0, last time updated with raylib 2.5
 *

+ 3 - 3
examples/shapes/shapes_rectangle_advanced.c

@@ -265,10 +265,10 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
     rlSetTexture(0);
 #else
 
-    // Here we use the 'Diagram' to guide ourselves to which point receives what color.
+    // Here we use the 'Diagram' to guide ourselves to which point receives what color
     // By choosing the color correctly associated with a pointe the gradient effect
-    // will naturally come from OpenGL interpolation.
-    // But this time instead of Quad, we think in triangles.
+    // will naturally come from OpenGL interpolation
+    // But this time instead of Quad, we think in triangles
 
     rlBegin(RL_TRIANGLES);
         // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner

+ 1 - 1
examples/text/text_codepoints_loading.c

@@ -39,7 +39,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
 
     // Convert each utf-8 character into its
-    // corresponding codepoint in the font file.
+    // corresponding codepoint in the font file
     int codepointCount = 0;
     int *codepoints = LoadCodepoints(text, &codepointCount);
 

+ 5 - 5
examples/text/text_draw_3d.c

@@ -6,12 +6,12 @@
 *
 *   NOTE: Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
 *   where the texture coodinates of each quad map to the texture coordinates of the glyphs
-*   inside the font texture.
+*   inside the font texture
 *
 *   A more efficient approach, i believe, would be to render the text in a render texture and
 *   map that texture to a plane and render that, or maybe a shader but my method allows more
 *   flexibility...for example to change position of each letter individually to make somethink
-*   like a wavy text effect.
+*   like a wavy text effect
 *
 *   Special thanks to:
 *        @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
@@ -71,7 +71,7 @@ static void DrawText3D(Font font, const char *text, Vector3 position, float font
 // Draw a 2D text in 3D space and wave the parts that start with '~~' and end with '~~'
 // This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
 static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig *config, float time, Color tint);
-// Measure a text in 3D ignoring the `~~` chars.
+// Measure a text in 3D ignoring the `~~` chars
 static Vector3 MeasureTextWave3D(Font font, const char *text, float fontSize, float fontSpacing, float lineSpacing);
 // Generates a nice color with a random hue
 static Color GenerateRandomColor(float s, float v);
@@ -562,7 +562,7 @@ static void DrawText3D(Font font, const char *text, Vector3 position, float font
     }
 }
 
-// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
+// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`
 // This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
 static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint)
 {
@@ -625,7 +625,7 @@ static void DrawTextWave3D(Font font, const char *text, Vector3 position, float
     }
 }
 
-// Measure a text in 3D ignoring the `~~` chars.
+// Measure a text in 3D ignoring the `~~` chars
 static Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
 {
     int len = TextLength(text);

+ 1 - 1
examples/text/text_font_spritefont.c

@@ -12,7 +12,7 @@
 *     - Rectangles must be defined by a MAGENTA color background
 *
 *   Following those constraints, a font can be provided just by an image,
-*   this is quite handy to avoid additional font descriptor files (like BMFonts use).
+*   this is quite handy to avoid additional font descriptor files (like BMFonts use)
 *
 *   Example originally created with raylib 1.0, last time updated with raylib 1.0
 *

+ 1 - 1
examples/text/text_input_box.c

@@ -63,7 +63,7 @@ int main(void)
                 if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
                 {
                     name[letterCount] = (char)key;
-                    name[letterCount+1] = '\0'; // Add null terminator at the end of the string.
+                    name[letterCount+1] = '\0'; // Add null terminator at the end of the string
                     letterCount++;
                 }
 

+ 2 - 2
examples/text/text_rectangle_bounds.c

@@ -179,9 +179,9 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
 
         // NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside of the rec container
         // We store this info in startLine and endLine, then we change states, draw the text between those two variables
-        // and change states again and again recursively until the end of the text (or until we get outside of the container).
+        // and change states again and again recursively until the end of the text (or until we get outside of the container)
         // When wordWrap is OFF we don't need the measure state so we go to the drawing state immediately
-        // and begin drawing on the next line before we can get outside the container.
+        // and begin drawing on the next line before we can get outside the container
         if (state == MEASURE_STATE)
         {
             // TODO: There are multiple types of spaces in UNICODE, maybe it's a good idea to add support for more

+ 2 - 2
examples/text/text_unicode.c

@@ -378,9 +378,9 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
 
         // NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside of the rec container
         // We store this info in startLine and endLine, then we change states, draw the text between those two variables
-        // and change states again and again recursively until the end of the text (or until we get outside of the container).
+        // and change states again and again recursively until the end of the text (or until we get outside of the container)
         // When wordWrap is OFF we don't need the measure state so we go to the drawing state immediately
-        // and begin drawing on the next line before we can get outside the container.
+        // and begin drawing on the next line before we can get outside the container
         if (state == MEASURE_STATE)
         {
             // TODO: There are multiple types of spaces in UNICODE, maybe it's a good idea to add support for more

+ 2 - 2
examples/textures/textures_draw_tiled.c

@@ -22,7 +22,7 @@
 #define MARGIN_SIZE       8       // Size for the margins
 #define COLOR_SIZE       16       // Size of the color select buttons
 
-// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest
 void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
 
 //------------------------------------------------------------------------------------
@@ -173,7 +173,7 @@ int main(void)
     return 0;
 }
 
-// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest
 void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
 {
     if ((texture.id <= 0) || (scale <= 0.0f)) return;  // Wanna see a infinite loop?!...just delete this line!

+ 2 - 2
examples/textures/textures_image_channel.c

@@ -75,9 +75,9 @@ int main(void)
     // Main game loop
     while (!WindowShouldClose())    // Detect window close button or ESC key
     {
-        // Draw
+        // Update
         //----------------------------------------------------------------------------------
-        // TODO...
+        // Nothing to update...
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/textures/textures_particles_blending.c

@@ -71,7 +71,7 @@ int main(void)
         // Activate one particle every frame and Update active particles
         // NOTE: Particles initial position should be mouse position when activated
         // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
-        // NOTE: When a particle disappears, active = false and it can be reused.
+        // NOTE: When a particle disappears, active = false and it can be reused
         for (int i = 0; i < MAX_PARTICLES; i++)
         {
             if (!mouseTail[i].active)

+ 3 - 3
src/external/rl_gputex.h

@@ -5,10 +5,10 @@
 *   DESCRIPTION:
 *
 *     Load GPU compressed image data from image files provided as memory data arrays,
-*     data is loaded compressed, ready to be loaded into GPU.
+*     data is loaded compressed, ready to be loaded into GPU
 *
 *     Note that some file formats (DDS, PVR, KTX) also support uncompressed data storage.
-*     In those cases data is loaded uncompressed and format is returned.
+*     In those cases data is loaded uncompressed and format is returned
 *
 *   FIXME: This library still depends on Raylib due to the following reasons:
 *     - rl_save_ktx_to_memory() requires rlGetGlTextureFormats() from rlgl.h
@@ -436,7 +436,7 @@ void *rl_load_pkm_from_memory(const unsigned char *file_data, unsigned int file_
     // version 10: format: 0=ETC1_RGB, [1=ETC1_RGBA, 2=ETC1_RGB_MIP, 3=ETC1_RGBA_MIP] (not used)
     // version 20: format: 0=ETC1_RGB, 1=ETC2_RGB, 2=ETC2_RGBA_OLD, 3=ETC2_RGBA, 4=ETC2_RGBA1, 5=ETC2_R, 6=ETC2_RG, 7=ETC2_SIGNED_R, 8=ETC2_SIGNED_R
 
-    // NOTE: The extended width and height are the widths rounded up to a multiple of 4.
+    // NOTE: The extended width and height are the widths rounded up to a multiple of 4
     // NOTE: ETC is always 4bit per pixel (64 bit for each 4x4 block of pixels)
 
     if (file_data_ptr != RL_GPUTEX_NULL)

+ 28 - 27
src/platforms/rcore_desktop_glfw.c

@@ -724,7 +724,7 @@ void *GetWindowHandle(void)
     return glfwGetWin32Window(platform.handle);
 #endif
 #if defined(__linux__)
-    // Store the window handle localy and return a pointer to the variable instead.
+    // Store the window handle localy and return a pointer to the variable instead
     // Reasoning detailed in the declaration of X11WindowHandle
     X11WindowHandle = glfwGetX11Window(platform.handle);
     return &X11WindowHandle;
@@ -1066,9 +1066,9 @@ double GetTime(void)
 }
 
 // Open URL with default system browser (if available)
-// NOTE: This function is only safe to use if you control the URL given.
-// A user could craft a malicious string performing another action.
-// Only call this function yourself not with user input or make sure to check the string yourself.
+// NOTE: This function is only safe to use if you control the URL given
+// A user could craft a malicious string performing another action
+// Only call this function yourself not with user input or make sure to check the string yourself
 // Ref: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
@@ -1130,7 +1130,7 @@ void SetMouseCursor(int cursor)
     }
 }
 
-// Get physical key name.
+// Get physical key name
 const char *GetKeyName(int key)
 {
     return glfwGetKeyName(key, glfwGetKeyScancode(key));
@@ -1306,8 +1306,8 @@ static void SetDimensionsFromMonitor(GLFWmonitor *monitor)
 }
 
 // Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
-// We need to provide these because GLFWallocator expects function pointers with specific signatures.
-// Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch.
+// We need to provide these because GLFWallocator expects function pointers with specific signatures
+// Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch
 // https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
 static void *AllocateWrapper(size_t size, void *user)
 {
@@ -1394,15 +1394,15 @@ int InitPlatform(void)
     // HACK: Most of this was written before GLFW_SCALE_FRAMEBUFFER existed and
     // was enabled by default. Disabling it gets back the old behavior. A
     // complete fix will require removing a lot of CORE.Window.render
-    // manipulation code.
+    // manipulation code
     glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
 
     if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
     {
-        // Resize window content area based on the monitor content scale.
-        // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
-        // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
-        glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);   // Scale content area based on the monitor content scale where window is placed on
+        // Resize window content area based on the monitor content scale
+        // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11
+        // On platforms like macOS the resolution of the framebuffer is changed independently of the window size
+        glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
 #if defined(__APPLE__)
         glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
 #endif
@@ -1421,8 +1421,8 @@ int InitPlatform(void)
     }
 
     // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version
-    // with backward compatibility to older OpenGL versions.
-    // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context.
+    // with backward compatibility to older OpenGL versions
+    // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context
 
     // Check selection OpenGL version
     if (rlGetVersion() == RL_OPENGL_21)
@@ -1468,9 +1468,9 @@ int InitPlatform(void)
         glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
     }
 
-    // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
-    // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
-    // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
+    // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions
+    // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn
+    // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience
     // REF: https://github.com/raysan5/raylib/issues/1554
     glfwSetJoystickCallback(NULL);
 
@@ -1478,7 +1478,7 @@ int InitPlatform(void)
     if (CORE.Window.fullscreen)
     {
         // According to glfwCreateWindow(), if the user does not have a choice, fullscreen applications
-        // should default to the primary monitor.
+        // should default to the primary monitor
 
         monitor = glfwGetPrimaryMonitor();
         if (!monitor)
@@ -1492,8 +1492,8 @@ int InitPlatform(void)
         // Remember center for switching from fullscreen to window
         if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
         {
-            // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
-            // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
+            // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed
+            // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11
             CORE.Window.position.x = CORE.Window.display.width/4;
             CORE.Window.position.y = CORE.Window.display.height/4;
         }
@@ -1554,7 +1554,7 @@ int InitPlatform(void)
         // No-fullscreen window creation
         bool requestWindowedFullscreen = (CORE.Window.screen.height == 0) && (CORE.Window.screen.width == 0);
 
-        // Default to at least one pixel in size, as creation with a zero dimension is not allowed.
+        // Default to at least one pixel in size, as creation with a zero dimension is not allowed
         int creationWidth = CORE.Window.screen.width != 0 ? CORE.Window.screen.width : 1;
         int creationHeight = CORE.Window.screen.height != 0 ? CORE.Window.screen.height : 1;
 
@@ -1566,8 +1566,8 @@ int InitPlatform(void)
             return -1;
         }
 
-        // After the window was created, determine the monitor that the window manager assigned.
-        // Derive display sizes, and, if possible, window size in case it was zero at beginning.
+        // After the window was created, determine the monitor that the window manager assigned
+        // Derive display sizes, and, if possible, window size in case it was zero at beginning
 
         int monitorCount = 0;
         int monitorIndex = GetCurrentMonitor();
@@ -1582,7 +1582,7 @@ int InitPlatform(void)
         }
         else
         {
-            // The monitor for the window-manager-created window can not be determined, so it can not be centered.
+            // The monitor for the window-manager-created window can not be determined, so it can not be centered
             glfwTerminate();
             TRACELOG(LOG_WARNING, "GLFW: Failed to determine Monitor to center Window");
             return -1;
@@ -1604,7 +1604,7 @@ int InitPlatform(void)
 
         // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
         // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
-        // to be activated on web platforms since VSync is enforced there.
+        // to be activated on web platforms since VSync is enforced there
         if (CORE.Window.flags & FLAG_VSYNC_HINT)
         {
             // WARNING: It seems to hit a critical render path in Intel HD Graphics
@@ -1617,7 +1617,7 @@ int InitPlatform(void)
 
         if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
         {
-            // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
+            // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
             // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
     #if !defined(__APPLE__)
             glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
@@ -1660,7 +1660,8 @@ int InitPlatform(void)
         int monitorHeight = 0;
         glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
 
-        // Here CORE.Window.render.width/height should be used instead of CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled.
+        // Here CORE.Window.render.width/height should be used instead of 
+        // CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled
         int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
         int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;
         if (posX < monitorX) posX = monitorX;

+ 17 - 18
src/platforms/rcore_desktop_sdl.c

@@ -252,7 +252,7 @@ static const int CursorsLUT[] = {
     //SDL_SYSTEM_CURSOR_WAITARROW, // No equivalent implemented on MouseCursor enum on raylib.h
 };
 
-// SDL3 Migration Layer made to avoid 'ifdefs' inside functions when we can.
+// SDL3 Migration Layer made to avoid 'ifdefs' inside functions when we can
 #if defined(PLATFORM_DESKTOP_SDL3)
 
 // SDL3 Migration:
@@ -269,7 +269,7 @@ static const int CursorsLUT[] = {
 // SDL3 Migration: SDL_INIT_TIMER - no longer needed before calling SDL_AddTimer()
 #define SDL_INIT_TIMER 0x0 // It's a flag, so no problem in setting it to zero if we use in a bitor (|)
 
-// SDL3 Migration: The SDL_WINDOW_SHOWN flag has been removed. Windows are shown by default and can be created hidden by using the SDL_WINDOW_HIDDEN flag.
+// SDL3 Migration: The SDL_WINDOW_SHOWN flag has been removed. Windows are shown by default and can be created hidden by using the SDL_WINDOW_HIDDEN flag
 #define SDL_WINDOW_SHOWN 0x0 // It's a flag, so no problem in setting it to zero if we use in a bitor (|)
 
 // SDL3 Migration: Renamed
@@ -344,7 +344,7 @@ SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth
 // SDL3 Migration:
 //     SDL_GetDisplayDPI() -
 //     not reliable across platforms, approximately replaced by multiplying
-//     SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms.
+//     SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
 // returns 0 on success or a negative error code on failure
 int SDL_GetDisplayDPI(int displayIndex, float *ddpi, float *hdpi, float *vdpi)
 {
@@ -382,7 +382,7 @@ int SDL_NumJoysticks(void)
 
 // SDL_SetRelativeMouseMode
 // returns 0 on success or a negative error code on failure
-// If relative mode is not supported, this returns -1.
+// If relative mode is not supported, this returns -1
 int SDL_SetRelativeMouseMode_Adapter(SDL_bool enabled)
 {
     // SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled)
@@ -841,7 +841,7 @@ void SetWindowMonitor(int monitor)
         // NOTE:
         // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
         //    see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
-        // 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
+        // 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
         const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)? true : false;
 
         const int screenWidth = CORE.Window.screen.width;
@@ -854,7 +854,7 @@ void SetWindowMonitor(int monitor)
         if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0)
     #endif
         {
-            if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen.
+            if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen
 
             // If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
             if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
@@ -862,11 +862,11 @@ void SetWindowMonitor(int monitor)
                 // NOTE:
                 // 1. There's a known issue where if the window larger than the target display bounds,
                 //    when moving the windows to that display, the window could be clipped back
-                //    ending up positioned partly outside the target display.
+                //    ending up positioned partly outside the target display
                 // 2. The workaround for that is, previously to moving the window,
-                //    setting the window size to the target display size, so they match.
+                //    setting the window size to the target display size, so they match
                 // 3. It wasn't done here because we can't assume changing the window size automatically
-                //    is acceptable behavior by the user.
+                //    is acceptable behavior by the user
                 SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
                 CORE.Window.position.x = usableBounds.x;
                 CORE.Window.position.y = usableBounds.y;
@@ -1099,7 +1099,7 @@ Vector2 GetWindowScaleDPI(void)
 #ifndef PLATFORM_DESKTOP_SDL3
     // NOTE: SDL_GetWindowDisplayScale was only added on SDL3
     //       see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
-    // TODO: Implement the window scale factor calculation manually.
+    // TODO: Implement the window scale factor calculation manually
     TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
 #else
     scale.x = SDL_GetWindowDisplayScale(platform.window);
@@ -1245,9 +1245,9 @@ double GetTime(void)
 }
 
 // Open URL with default system browser (if available)
-// NOTE: This function is only safe to use if you control the URL given.
-// A user could craft a malicious string performing another action.
-// Only call this function yourself not with user input or make sure to check the string yourself.
+// NOTE: This function is only safe to use if you control the URL given
+// A user could craft a malicious string performing another action
+// Only call this function yourself not with user input or make sure to check the string yourself
 // Ref: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
@@ -1299,7 +1299,7 @@ void SetMouseCursor(int cursor)
     CORE.Input.Mouse.cursor = cursor;
 }
 
-// Get physical key name.
+// Get physical key name
 const char *GetKeyName(int key)
 {
     return SDL_GetKeyName(key);
@@ -1466,10 +1466,9 @@ void PollInputEvents(void)
 
             #ifndef PLATFORM_DESKTOP_SDL3
             // SDL3 states:
-            //     The SDL_WINDOWEVENT_* events have been moved to top level events,
-            //     and SDL_WINDOWEVENT has been removed.
-            //     In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT
-            //     and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event.
+            // The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed
+            // In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT
+            // and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event.
             case SDL_WINDOWEVENT:
             {
                 switch (event.window.event)

+ 16 - 16
src/platforms/rcore_drm.c

@@ -18,9 +18,9 @@
 *
 *   CONFIGURATION:
 *       #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
-*           Reconfigure standard input to receive key inputs, works with SSH connection.
+*           Reconfigure standard input to receive key inputs, works with SSH connection
 *           WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other
-*           running processes orblocking the device if not restored properly. Use with care.
+*           running processes orblocking the device if not restored properly. Use with care
 *
 *   DEPENDENCIES:
 *       - DRM and GLM: System libraries for display initialization and configuration
@@ -744,11 +744,11 @@ void SwapScreenBuffer()
     }
 
     // Attempt page flip
-    // NOTE: rmModePageFlip() schedules a buffer-flip for the next vblank and then notifies us about it.
-    // It takes a CRTC-id, fb-id and an arbitrary data-pointer and then schedules the page-flip.
-    // This is fully asynchronous and when the page-flip happens, the DRM-fd will become readable and we can call drmHandleEvent().
-    // This will read all vblank/page-flip events and call our modeset_page_flip_event() callback with the data-pointer that we passed to drmModePageFlip().
-    // We simply call modeset_draw_dev() then so the next frame is rendered... returns immediately.
+    // NOTE: rmModePageFlip() schedules a buffer-flip for the next vblank and then notifies us about it
+    // It takes a CRTC-id, fb-id and an arbitrary data-pointer and then schedules the page-flip
+    // This is fully asynchronous and when the page-flip happens, the DRM-fd will become readable and we can call drmHandleEvent()
+    // This will read all vblank/page-flip events and call our modeset_page_flip_event() callback with the data-pointer that we passed to drmModePageFlip()
+    // We simply call modeset_draw_dev() then so the next frame is rendered... returns immediately
     if (drmModePageFlip(platform.fd, platform.crtc->crtc_id, fbId, DRM_MODE_PAGE_FLIP_EVENT, platform.prevBO))
     {
         if (errno == EBUSY) errCnt[3]++; // Display busy - skip flip
@@ -824,9 +824,9 @@ double GetTime(void)
 }
 
 // Open URL with default system browser (if available)
-// NOTE: This function is only safe to use if you control the URL given.
-// A user could craft a malicious string performing another action.
-// Only call this function yourself not with user input or make sure to check the string yourself.
+// NOTE: This function is only safe to use if you control the URL given
+// A user could craft a malicious string performing another action
+// Only call this function yourself not with user input or make sure to check the string yourself
 // Ref: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
@@ -863,7 +863,7 @@ void SetMouseCursor(int cursor)
     TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
 }
 
-// Get physical key name.
+// Get physical key name
 const char *GetKeyName(int key)
 {
     TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
@@ -897,7 +897,7 @@ void PollInputEvents(void)
     PollKeyboardEvents();
 
 #if defined(SUPPORT_SSH_KEYBOARD_RPI)
-    // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here.
+    // NOTE: Keyboard reading could be done using input_event(s) or just read from stdin, both methods are used here
     // stdin reading is still used for legacy purposes, it allows keyboard input trough SSH console
     if (!platform.eventKeyboardMode) ProcessKeyboard();
 #endif
@@ -1003,8 +1003,8 @@ int InitPlatform(void)
         drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]);
         TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
 
-        // In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected.
-        // This might be a hardware or software limitation like on Raspberry Pi Zero with composite output.
+        // In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected
+        // This might be a hardware or software limitation like on Raspberry Pi Zero with composite output
         if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->encoder_id))
         {
             TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
@@ -1160,7 +1160,7 @@ int InitPlatform(void)
     // Initialize the EGL device connection
     if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
     {
-        // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+        // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred
         TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
         return -1;
     }
@@ -1644,7 +1644,7 @@ static void ConfigureEvdevDevice(char *device)
         return;
     }
 
-    // At this point we have a connection to the device, but we don't yet know what the device is.
+    // At this point we have a connection to the device, but we don't yet know what the device is
     // It could be many things, even as simple as a power button...
     //-------------------------------------------------------------------------------------------------------
 

+ 7 - 7
src/raudio.c

@@ -15,8 +15,8 @@
 *           raudio module is included in the build
 *
 *       #define RAUDIO_STANDALONE
-*           Define to use the module as standalone library (independently of raylib).
-*           Required types and functions are defined in the same module.
+*           Define to use the module as standalone library (independently of raylib)
+*           Required types and functions are defined in the same module
 *
 *       #define SUPPORT_FILEFORMAT_WAV
 *       #define SUPPORT_FILEFORMAT_OGG
@@ -89,7 +89,7 @@
 // by user at some point and won't be included...
 //-------------------------------------------------------------------------------------
 
-// If defined, the following flags inhibit definition of the indicated items.
+// If defined, the following flags inhibit definition of the indicated items
 #define NOGDICAPMASKS     // CC_*, LC_*, PC_*, CP_*, TC_*, RC_
 #define NOVIRTUALKEYCODES // VK_*
 #define NOWINMESSAGES     // WM_*, EM_*, LB_*, CB_*
@@ -124,9 +124,9 @@
 #define NOWH              // SetWindowsHook and WH_*
 #define NOWINOFFSETS      // GWL_*, GCL_*, associated routines
 #define NOCOMM            // COMM driver routines
-#define NOKANJI           // Kanji support stuff.
-#define NOHELP            // Help engine interface.
-#define NOPROFILER        // Profiler interface.
+#define NOKANJI           // Kanji support stuff
+#define NOHELP            // Help engine interface
+#define NOPROFILER        // Profiler interface
 #define NODEFERWINDOWPOS  // DeferWindowPos routines
 #define NOMCX             // Modem Configuration Extensions
 
@@ -1118,7 +1118,7 @@ bool ExportWaveAsCode(Wave wave, const char *fileName)
 
     // NOTE: Text data buffer size is estimated considering wave data size in bytes
     // and requiring 12 char bytes for every byte; the actual size varies, but
-    // the longest possible char being appended is "%.4ff,\n    ", which is 12 bytes.
+    // the longest possible char being appended is "%.4ff,\n    ", which is 12 bytes
     char *txtData = (char *)RL_CALLOC(waveDataSize*12 + 2000, sizeof(char));
 
     int byteCount = 0;

+ 1 - 1
src/raylib.h

@@ -5,7 +5,7 @@
 *   FEATURES:
 *       - NO external dependencies, all required libraries included with raylib
 *       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
-*                        MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+*                        MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5
 *       - Written in plain C code (C99) in PascalCase/camelCase notation
 *       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
 *       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]

+ 10 - 12
src/rmodels.c

@@ -12,7 +12,7 @@
 *       #define SUPPORT_FILEFORMAT_GLTF
 *       #define SUPPORT_FILEFORMAT_VOX
 *       #define SUPPORT_FILEFORMAT_M3D
-*           Selected desired fileformats to be supported for model data loading.
+*           Selected desired fileformats to be supported for model data loading
 *
 *       #define SUPPORT_MESH_GENERATION
 *           Support procedural mesh generation functions, uses external par_shapes.h library
@@ -2298,7 +2298,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
 
         if (firstMeshWithBones != -1)
         {
-            // Update all bones and boneMatrices of first mesh with bones.
+            // Update all bones and boneMatrices of first mesh with bones
             for (int boneId = 0; boneId < anim.boneCount; boneId++)
             {
                 Transform *bindTransform = &model.bindPose[boneId];
@@ -5291,8 +5291,7 @@ static Model LoadGLTF(const char *fileName)
               > Texcoords: vec2: float
               > Colors: vec4: u8, u16, f32 (normalized)
               > Indices: u16, u32 (truncated to u16)
-          - Scenes defined in the glTF file are ignored. All nodes in the file
-            are used.
+          - Scenes defined in the glTF file are ignored. All nodes in the file are used
 
     ***********************************************************************************************/
 
@@ -5347,8 +5346,8 @@ static Model LoadGLTF(const char *fileName)
 
         int primitivesCount = 0;
 
-        // NOTE: We will load every primitive in the glTF as a separate raylib Mesh.
-        // Determine total number of meshes needed from the node hierarchy.
+        // NOTE: We will load every primitive in the glTF as a separate raylib Mesh
+        // Determine total number of meshes needed from the node hierarchy
         for (unsigned int i = 0; i < data->nodes_count; i++)
         {
             cgltf_node *node = &(data->nodes[i]);
@@ -5490,14 +5489,13 @@ static Model LoadGLTF(const char *fileName)
             // has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen
         }
 
-        // Visit each node in the hierarchy and process any mesh linked from it.
-        // Each primitive within a glTF node becomes a Raylib Mesh.
+        // Visit each node in the hierarchy and process any mesh linked from it
+        // Each primitive within a glTF node becomes a Raylib Mesh
         // The local-to-world transform of each node is used to transform the
-        // points/normals/tangents of the created Mesh(es).
+        // points/normals/tangents of the created Mesh(es)
         // Any glTF mesh linked from more than one Node (i.e. instancing)
-        // is turned into multiple Mesh's, as each Node will have its own
-        // transform applied.
-        // NOTE: The code below disregards the scenes defined in the file, all nodes are used.
+        // is turned into multiple Mesh's, as each Node will have its own transform applied
+        // NOTE: The code below disregards the scenes defined in the file, all nodes are used
         //----------------------------------------------------------------------------------------------------
         int meshIndex = 0;
         for (unsigned int i = 0; i < data->nodes_count; i++)

+ 3 - 3
src/rshapes.c

@@ -3,17 +3,17 @@
 *   rshapes - Basic functions to draw 2d shapes and check collisions
 *
 *   ADDITIONAL NOTES:
-*       Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS.
+*       Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS
 *       Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES
 *       are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define
 *
 *       Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a
 *       user-provided texture with SetShapesTexture(), the pourpouse of this implementation
-*       is allowing to reduce draw calls when combined with a texture-atlas.
+*       is allowing to reduce draw calls when combined with a texture-atlas
 *
 *       By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
 *       white character of default font [rtext], this way, raylib text and shapes can be draw with
-*       a single draw call and it also allows users to configure it the same way with their own fonts.
+*       a single draw call and it also allows users to configure it the same way with their own fonts
 *
 *   CONFIGURATION:
 *       #define SUPPORT_MODULE_RSHAPES

+ 3 - 3
src/rtext.c

@@ -7,8 +7,8 @@
 *           rtext module is included in the build
 *
 *       #define SUPPORT_DEFAULT_FONT
-*           Load default raylib font on initialization to be used by DrawText() and MeasureText().
-*           If no default font loaded, DrawTextEx() and MeasureTextEx() are required.
+*           Load default raylib font on initialization to be used by DrawText() and MeasureText()
+*           If no default font loaded, DrawTextEx() and MeasureTextEx() are required
 *
 *       #define SUPPORT_FILEFORMAT_FNT
 *       #define SUPPORT_FILEFORMAT_TTF
@@ -19,7 +19,7 @@
 *       #define SUPPORT_FONT_ATLAS_WHITE_REC
 *           On font atlas image generation [GenImageFontAtlas()], add a 3x3 pixels white rectangle
 *           at the bottom-right corner of the atlas. It can be useful to for shapes drawing, to allow
-*           drawing text and shapes with a single draw call [SetShapesTexture()].
+*           drawing text and shapes with a single draw call [SetShapesTexture()]
 *
 *       #define TEXTSPLIT_MAX_TEXT_BUFFER_LENGTH
 *           TextSplit() function static buffer max size

+ 1 - 1
src/rtextures.c

@@ -36,7 +36,7 @@
 *
 *   DEPENDENCIES:
 *       stb_image        - Multiple image formats loading (JPEG, PNG, BMP, TGA, PSD, GIF, PIC)
-*                          NOTE: stb_image has been slightly modified to support Android platform.
+*                          NOTE: stb_image has been slightly modified to support Android platform
 *       stb_image_resize - Multiple image resize algorithms
 *
 *