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Review variables initialization

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33 ändrade filer med 52 tillägg och 56 borttagningar
  1. 1 1
      examples/audio/audio_module_playing.c
  2. 0 1
      examples/audio/audio_sound_loading.c
  3. 2 3
      examples/core/core_2d_camera.c
  4. 3 3
      examples/core/core_3d_camera_first_person.c
  5. 1 1
      examples/core/core_3d_camera_free.c
  6. 1 1
      examples/core/core_custom_logging.c
  7. 1 1
      examples/core/core_vr_simulator.c
  8. 1 2
      examples/core/core_world_screen.c
  9. 1 1
      examples/models/models_box_collisions.c
  10. 1 1
      examples/models/models_cubicmap.c
  11. 1 1
      examples/models/models_first_person_maze.c
  12. 1 1
      examples/models/models_heightmap.c
  13. 2 2
      examples/models/models_mesh_generation.c
  14. 1 1
      examples/models/models_obj_viewer.c
  15. 1 1
      examples/models/models_orthographic_projection.c
  16. 1 1
      examples/models/models_skybox.c
  17. 1 1
      examples/others/raudio_standalone.c
  18. 1 1
      examples/others/rlgl_standalone.c
  19. 2 2
      examples/physac/physics_friction.c
  20. 2 2
      examples/shaders/shaders_postprocessing.c
  21. 1 1
      examples/shapes/shapes_colors_palette.c
  22. 1 1
      examples/shapes/shapes_easings_rectangle_array.c
  23. 1 1
      examples/text/text_font_sdf.c
  24. 2 2
      examples/text/text_raylib_fonts.c
  25. 6 6
      examples/text/text_rectangle_bounds.c
  26. 6 8
      examples/text/text_sprite_fonts.c
  27. 1 1
      examples/text/text_ttf_loading.c
  28. 3 3
      examples/textures/textures_background_scrolling.c
  29. 2 1
      examples/textures/textures_image_generation.c
  30. 1 1
      examples/textures/textures_image_processing.c
  31. 1 1
      examples/textures/textures_particles_blending.c
  32. 1 1
      examples/textures/textures_raw_data.c
  33. 1 1
      examples/textures/textures_sprite_explosion.c

+ 1 - 1
examples/audio/audio_module_playing.c

@@ -40,7 +40,7 @@ int main(void)
                          YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
 
     // Creates ome circles for visual effect
-    CircleWave circles[MAX_CIRCLES];
+    CircleWave circles[MAX_CIRCLES] = { 0 };
 
     for (int i = MAX_CIRCLES - 1; i >= 0; i--)
     {

+ 0 - 1
examples/audio/audio_sound_loading.c

@@ -46,7 +46,6 @@ int main(void)
             ClearBackground(RAYWHITE);
 
             DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
-
             DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
 
         EndDrawing();

+ 2 - 3
examples/core/core_2d_camera.c

@@ -23,8 +23,8 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
 
     Rectangle player = { 400, 280, 40, 40 };
-    Rectangle buildings[MAX_BUILDINGS];
-    Color buildColors[MAX_BUILDINGS];
+    Rectangle buildings[MAX_BUILDINGS] = { 0 };
+    Color buildColors[MAX_BUILDINGS] = { 0 };
 
     int spacing = 0;
 
@@ -41,7 +41,6 @@ int main(void)
     }
 
     Camera2D camera = { 0 };
-
     camera.target = (Vector2){ player.x + 20, player.y + 20 };
     camera.offset = (Vector2){ 0, 0 };
     camera.rotation = 0.0f;

+ 3 - 3
examples/core/core_3d_camera_first_person.c

@@ -31,9 +31,9 @@ int main(void)
     camera.type = CAMERA_PERSPECTIVE;
 
     // Generates some random columns
-    float heights[MAX_COLUMNS];
-    Vector3 positions[MAX_COLUMNS];
-    Color colors[MAX_COLUMNS];
+    float heights[MAX_COLUMNS] = { 0.0f };
+    Vector3 positions[MAX_COLUMNS] = { 0 };
+    Color colors[MAX_COLUMNS] = { 0 };
 
     for (int i = 0; i < MAX_COLUMNS; i++)
     {

+ 1 - 1
examples/core/core_3d_camera_free.c

@@ -21,7 +21,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
 
     // Define the camera to look into our 3d world
-    Camera3D camera;
+    Camera3D camera = { 0 };
     camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)

+ 1 - 1
examples/core/core_custom_logging.c

@@ -19,7 +19,7 @@
 // Custom logging funtion
 void LogCustom(int msgType, const char *text, va_list args)
 {
-    char timeStr[64];
+    char timeStr[64] = { 0 };
     time_t now = time(NULL);
     struct tm *tm_info = localtime(&now);
 

+ 1 - 1
examples/core/core_vr_simulator.c

@@ -60,7 +60,7 @@ int main(void)
     SetVrConfiguration(hmd, distortion);    // Set Vr device parameters for stereo rendering
 
     // Define the camera to look into our 3d world
-    Camera camera;
+    Camera camera = { 0 };
     camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position
     camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)

+ 1 - 2
examples/core/core_world_screen.c

@@ -29,8 +29,7 @@ int main(void)
     camera.type = CAMERA_PERSPECTIVE;
 
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
-    Vector2 cubeScreenPosition;
+    Vector2 cubeScreenPosition = { 0.0f, 0.0f };
 
     SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
 

+ 1 - 1
examples/models/models_box_collisions.c

@@ -21,7 +21,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
     Vector3 playerSize = { 1.0f, 2.0f, 1.0f };

+ 1 - 1
examples/models/models_cubicmap.c

@@ -21,7 +21,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
     Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)

+ 1 - 1
examples/models/models_first_person_maze.c

@@ -23,7 +23,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     Image imMap = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
     Texture2D cubicmap = LoadTextureFromImage(imMap);       // Convert image to texture to display (VRAM)

+ 1 - 1
examples/models/models_heightmap.c

@@ -21,7 +21,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
 
     // Define our custom camera to look into our 3d world
-    Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     Image image = LoadImage("resources/heightmap.png");             // Load heightmap image (RAM)
     Texture2D texture = LoadTextureFromImage(image);                // Convert image to texture (VRAM)

+ 2 - 2
examples/models/models_mesh_generation.c

@@ -27,7 +27,7 @@ int main(void)
     Texture2D texture = LoadTextureFromImage(checked);
     UnloadImage(checked);
 
-    Model models[NUM_MODELS];
+    Model models[NUM_MODELS] = { 0 };
 
     models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
     models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
@@ -42,7 +42,7 @@ int main(void)
     for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     // Model drawing position
     Vector3 position = { 0.0f, 0.0f, 0.0f };

+ 1 - 1
examples/models/models_obj_viewer.c

@@ -23,7 +23,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib example - obj viewer");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     Model model = LoadModel("resources/models/turret.obj");                     // Load default model obj
     Texture2D texture = LoadTexture("resources/models/turret_diffuse.png");     // Load default model texture

+ 1 - 1
examples/models/models_orthographic_projection.c

@@ -28,7 +28,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
+    Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 1 - 1
examples/models/models_skybox.c

@@ -21,7 +21,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     // Load skybox model
     Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);

+ 1 - 1
examples/others/raudio_standalone.c

@@ -94,7 +94,7 @@ int main()
 {
     // Initialization
     //--------------------------------------------------------------------------------------
-    static unsigned char key;
+    static unsigned char key = 0;
 
     InitAudioDevice();
 

+ 1 - 1
examples/others/rlgl_standalone.c

@@ -131,7 +131,7 @@ int main(void)
     rlClearColor(245, 245, 245, 255);                   // Define clear color
     rlEnableDepthTest();                                // Enable DEPTH_TEST for 3D
     
-    Camera camera;
+    Camera camera = { 0 };
     camera.position = (Vector3){ 5.0f, 5.0f, 5.0f };    // Camera position
     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)

+ 2 - 2
examples/physac/physics_friction.c

@@ -61,8 +61,8 @@ int main(void)
     SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
 
     PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ screenWidth - 35, screenHeight*0.6f }, 40, 40, 10);
-    bodyB->staticFriction = 1;
-    bodyB->dynamicFriction = 1;
+    bodyB->staticFriction = 1.0f;
+    bodyB->dynamicFriction = 1.0f;
     SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second

+ 2 - 2
examples/shaders/shaders_postprocessing.c

@@ -70,7 +70,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
 
     // Define the camera to look into our 3d world
-    Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
+    Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
 
     Model model = LoadModel("resources/models/church.obj");                 // Load OBJ model
     Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
@@ -81,7 +81,7 @@ int main(void)
     // Load all postpro shaders
     // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
     // NOTE 2: We load the correct shader depending on GLSL version
-    Shader shaders[MAX_POSTPRO_SHADERS];
+    Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
 
     // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
     shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));

+ 1 - 1
examples/shapes/shapes_colors_palette.c

@@ -45,7 +45,7 @@ int main(void)
 
     int colorState[MAX_COLORS_COUNT] = { 0 };           // Color state: 0-DEFAULT, 1-MOUSE_HOVER
 
-    Vector2 mousePoint;
+    Vector2 mousePoint = { 0.0f, 0.0f };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 1 - 1
examples/shapes/shapes_easings_rectangle_array.c

@@ -33,7 +33,7 @@ int main(void)
 
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
 
-    Rectangle recs[MAX_RECS_X*MAX_RECS_Y];
+    Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
 
     for (int y = 0; y < MAX_RECS_Y; y++)
     {

+ 1 - 1
examples/text/text_font_sdf.c

@@ -57,7 +57,7 @@ int main(void)
     SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
 
     Vector2 fontPosition = { 40, screenHeight/2 - 50 };
-    Vector2 textSize = { 0.0f };
+    Vector2 textSize = { 0.0f, 0.0f };
     float fontSize = 16.0f;
     int currentFont = 0;            // 0 - fontDefault, 1 - fontSDF
     

+ 2 - 2
examples/text/text_raylib_fonts.c

@@ -26,7 +26,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-    Font fonts[MAX_FONTS];
+    Font fonts[MAX_FONTS] = { 0 };
 
     fonts[0] = LoadFont("resources/fonts/alagard.png");
     fonts[1] = LoadFont("resources/fonts/pixelplay.png");
@@ -48,7 +48,7 @@ int main(void)
 
     const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
 
-    Vector2 positions[MAX_FONTS];
+    Vector2 positions[MAX_FONTS] = { 0 };
 
     for (int i = 0; i < MAX_FONTS; i++)
     {

+ 6 - 6
examples/text/text_rectangle_bounds.c

@@ -22,7 +22,7 @@ int main(void)
 
     InitWindow(screenWidth, screenHeight, "raylib [text] example - draw text inside a rectangle");
 
-    char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
+    const char text[] = "Text cannot escape\tthis container\t...word wrap also works when active so here's\
     a long text for testing.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod\
     tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet risus nullam eget felis eget.";
 
@@ -38,15 +38,15 @@ int main(void)
     const int maxWidth = screenWidth - 50;
     const int maxHeight = screenHeight - 160;
 
-    Vector2 lastMouse = { 0, 0 };   // Stores last mouse coordinates
-    Color borderColor = MAROON;     // Container border color
-    Font font = GetFontDefault();   // Get default system font
+    Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
+    Color borderColor = MAROON;         // Container border color
+    Font font = GetFontDefault();       // Get default system font
 
-    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
     // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
+    while (!WindowShouldClose())        // Detect window close button or ESC key
     {
         // Update
         //----------------------------------------------------------------------------------

+ 6 - 8
examples/text/text_sprite_fonts.c

@@ -29,16 +29,14 @@ int main(void)
     Font font2 = LoadFont("resources/custom_alagard.png");        // Font loading
     Font font3 = LoadFont("resources/custom_jupiter_crash.png");  // Font loading
 
-    Vector2 fontPosition1, fontPosition2, fontPosition3;
+    Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2,
+                              screenHeight/2 - font1.baseSize/2 - 80 };
 
-    fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2;
-    fontPosition1.y = screenHeight/2 - font1.baseSize/2 - 80;
+    Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2,
+                              screenHeight/2 - font2.baseSize/2 - 10 };
 
-    fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2;
-    fontPosition2.y = screenHeight/2 - font2.baseSize/2 - 10;
-
-    fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
-    fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
+    Vector2 fontPosition3 = { screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2,
+                              screenHeight/2 - font3.baseSize/2 + 50 };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 1 - 1
examples/text/text_ttf_loading.c

@@ -33,7 +33,7 @@ int main(void)
 
     float fontSize = font.baseSize;
     Vector2 fontPosition = { 40, screenHeight/2 - 80 };
-    Vector2 textSize;
+    Vector2 textSize = { 0.0f, 0.0f };
 
     // Setup texture scaling filter
     SetTextureFilter(font.texture, FILTER_POINT);

+ 3 - 3
examples/textures/textures_background_scrolling.c

@@ -26,9 +26,9 @@ int main(void)
     Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
     Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
 
-    float scrollingBack = 0;
-    float scrollingMid = 0;
-    float scrollingFore = 0;
+    float scrollingBack = 0.0f;
+    float scrollingMid = 0.0f;
+    float scrollingFore = 0.0f;
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 2 - 1
examples/textures/textures_image_generation.c

@@ -30,7 +30,8 @@ int main(void)
     Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
     Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
 
-    Texture2D textures[NUM_TEXTURES];
+    Texture2D textures[NUM_TEXTURES] = { 0 };
+
     textures[0] = LoadTextureFromImage(verticalGradient);
     textures[1] = LoadTextureFromImage(horizontalGradient);
     textures[2] = LoadTextureFromImage(radialGradient);

+ 1 - 1
examples/textures/textures_image_processing.c

@@ -57,7 +57,7 @@ int main(void)
     int currentProcess = NONE;
     bool textureReload = false;
 
-    Rectangle selectRecs[NUM_PROCESSES];
+    Rectangle selectRecs[NUM_PROCESSES] = { 0 };
 
     for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40.0f, (float)(50 + 32*i), 150.0f, 30.0f };
 

+ 1 - 1
examples/textures/textures_particles_blending.c

@@ -33,7 +33,7 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
 
     // Particles pool, reuse them!
-    Particle mouseTail[MAX_PARTICLES];
+    Particle mouseTail[MAX_PARTICLES] = { 0 };
 
     // Initialize particles
     for (int i = 0; i < MAX_PARTICLES; i++)

+ 1 - 1
examples/textures/textures_raw_data.c

@@ -31,7 +31,7 @@ int main(void)
     Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw);  // Upload CPU (RAM) image to GPU (VRAM)
     UnloadImage(fudesumiRaw);                                // Unload CPU (RAM) image data
 
-    // Generate a checked texture by code (1024x1024 pixels)
+    // Generate a checked texture by code
     int width = 960;
     int height = 480;
 

+ 1 - 1
examples/textures/textures_sprite_explosion.c

@@ -38,7 +38,7 @@ int main(void)
     int currentLine = 0;
 
     Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
-    Vector2 position = { 0, 0 };
+    Vector2 position = { 0.0f, 0.0f };
 
     bool active = false;
     int framesCounter = 0;