Ray 8 hónapja
szülő
commit
6f0d8611fe
2 módosított fájl, 4 hozzáadás és 4 törlés
  1. 1 1
      src/rcore.c
  2. 3 3
      src/rmodels.c

+ 1 - 1
src/rcore.c

@@ -3582,7 +3582,7 @@ void SetupViewport(int width, int height)
 // NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
 void SetupFramebuffer(int width, int height)
 {
-	// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
+    // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
     if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
     {
         TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);

+ 3 - 3
src/rmodels.c

@@ -2325,7 +2325,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
                 {
                     memcpy(model.meshes[i].boneMatrices,
                         model.meshes[firstMeshWithBones].boneMatrices,
-                        model.meshes[i].boneCount * sizeof(model.meshes[i].boneMatrices[0]));
+                        model.meshes[i].boneCount*sizeof(model.meshes[i].boneMatrices[0]));
                 }
             }
         }
@@ -2338,7 +2338,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
 void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
 {
     UpdateModelAnimationBones(model,anim,frame);
-    
+
     for (int m = 0; m < model.meshCount; m++)
     {
         Mesh mesh = model.meshes[m];
@@ -2349,7 +2349,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
         float boneWeight = 0.0;
         bool updated = false; // Flag to check when anim vertex information is updated
         const int vValues = mesh.vertexCount*3;
-        
+
         for (int vCounter = 0; vCounter < vValues; vCounter += 3)
         {
             mesh.animVertices[vCounter] = 0;