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Removed trailing spaces

Ray il y a 4 ans
Parent
commit
9909068714
9 fichiers modifiés avec 175 ajouts et 175 suppressions
  1. 6 6
      src/Makefile
  2. 1 1
      src/config.h
  3. 37 37
      src/core.c
  4. 104 104
      src/models.c
  5. 8 8
      src/raudio.c
  6. 5 5
      src/raymath.h
  7. 9 9
      src/rlgl.h
  8. 2 2
      src/shapes.c
  9. 3 3
      src/textures.c

+ 6 - 6
src/Makefile

@@ -171,7 +171,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
     # Starting on August 2020, minimum required target API is Android 10 (API level 29)
     ANDROID_ARCH ?= arm64
     ANDROID_API_VERSION ?= 29
-    
+
     # Android required path variables
     # NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
     ifeq ($(OS),Windows_NT)
@@ -181,7 +181,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
         ANDROID_NDK ?= /usr/lib/android/ndk
         ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
     endif
-    
+
     # NOTE: Sysroot can also be reference from $(ANDROID_NDK)/sysroot
     ANDROID_SYSROOT ?= $(ANDROID_TOOLCHAIN)/sysroot
 
@@ -197,7 +197,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
     ifeq ($(ANDROID_ARCH),x86_64)
         ANDROID_ARCH_NAME = x86_64
     endif
-    
+
 endif
 
 # Define raylib graphics api depending on selected platform
@@ -413,7 +413,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
     NATIVE_APP_GLUE = $(ANDROID_NDK)/sources/android/native_app_glue
     # Include android_native_app_glue.h
     INCLUDE_PATHS += -I$(NATIVE_APP_GLUE)
-    
+
     # Android required libraries
     INCLUDE_PATHS += -I$(ANDROID_SYSROOT)/usr/include
     ifeq ($(ANDROID_ARCH),arm)
@@ -507,7 +507,7 @@ else
 				cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) lib$(RAYLIB_LIB_NAME).so
             endif
             ifeq ($(PLATFORM_OS),OSX)
-				$(CC) -dynamiclib -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib $(OBJS) $(LDFLAGS) -compatibility_version $(RAYLIB_API_VERSION) -current_version $(RAYLIB_VERSION) -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo 
+				$(CC) -dynamiclib -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib $(OBJS) $(LDFLAGS) -compatibility_version $(RAYLIB_API_VERSION) -current_version $(RAYLIB_VERSION) -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
 				install_name_tool -id "lib$(RAYLIB_LIB_NAME).$(VERSION).dylib" $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib
 				@echo "raylib shared library generated (lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib)!"
 				cd $(RAYLIB_RELEASE_PATH) && ln -fs lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib lib$(RAYLIB_LIB_NAME).$(RAYLIB_API_VERSION).dylib
@@ -606,7 +606,7 @@ physac.o : physac.c physac.h
 # Compile android_native_app_glue module
 android_native_app_glue.o : $(NATIVE_APP_GLUE)/android_native_app_glue.c
 	$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
-    
+
 
 # Install generated and needed files to desired directories.
 # On GNU/Linux and BSDs, there are some standard directories that contain extra

+ 1 - 1
src/config.h

@@ -40,7 +40,7 @@
 #define SUPPORT_SSH_KEYBOARD_RPI    1
 // Draw a mouse pointer on screen
 #define SUPPORT_MOUSE_CURSOR_NATIVE 1
-// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. 
+// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
 // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
 #define SUPPORT_WINMM_HIGHRES_TIMER 1
 // Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used

+ 37 - 37
src/core.c

@@ -153,7 +153,7 @@
 #if defined(SUPPORT_COMPRESSION_API)
     #define SINFL_IMPLEMENTATION
     #include "external/sinfl.h"
-    
+
     #define SDEFL_IMPLEMENTATION
     #include "external/sdefl.h"
 #endif
@@ -906,7 +906,7 @@ void CloseWindow(void)
         close(CORE.Input.Keyboard.fd);
         CORE.Input.Keyboard.fd = -1;
     }
-    
+
     for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
     {
         if (CORE.Input.eventWorker[i].threadId)
@@ -914,7 +914,7 @@ void CloseWindow(void)
             pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
         }
     }
-    
+
 
     if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
 #endif
@@ -1044,24 +1044,24 @@ void ToggleFullscreen(void)
         if (!monitor)
         {
             TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
-    
+
             CORE.Window.fullscreen = false;          // Toggle fullscreen flag
             CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
-            
+
             glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
             return;
         }
-    
+
         CORE.Window.fullscreen = true;          // Toggle fullscreen flag
         CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
-        
+
         glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
     }
     else
     {
         CORE.Window.fullscreen = false;          // Toggle fullscreen flag
         CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
-        
+
         glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
     }
 
@@ -1506,7 +1506,7 @@ int GetCurrentMonitor(void)
         int y = 0;
 
         glfwGetWindowPos(CORE.Window.handle, &x, &y);
-        
+
         for (int i = 0; i < monitorCount; i++)
         {
             int mx = 0;
@@ -1557,7 +1557,7 @@ int GetMonitorWidth(int monitor)
     {
         int count = 0;
         const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
-    
+
         // We return the maximum resolution available, the last one in the modes array
         if (count > 0) return modes[count - 1].width;
         else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
@@ -1578,7 +1578,7 @@ int GetMonitorHeight(int monitor)
     {
         int count = 0;
         const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
-        
+
         // We return the maximum resolution available, the last one in the modes array
         if (count > 0) return modes[count - 1].height;
         else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
@@ -1912,7 +1912,7 @@ void BeginMode3D(Camera3D camera)
     rlLoadIdentity();                   // Reset current matrix (projection)
 
     float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
-    
+
     double top = 0;
     if (camera.projection == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
     else if (camera.projection == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
@@ -2600,7 +2600,7 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe
     int bounds = sdefl_bound(dataLength);
     compData = (unsigned char *)RL_CALLOC(bounds, 1);
     *compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE);   // Compression level 8, same as stbwi
-    
+
     TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength);
 #endif
 
@@ -2617,10 +2617,10 @@ unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *
     data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
     int length = sinflate(data, compData, compDataLength);
     unsigned char *temp = RL_REALLOC(data, length);
-    
+
     if (temp != NULL) data = temp;
     else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
-    
+
     *dataLength = length;
 
     TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength);
@@ -3184,7 +3184,7 @@ Vector2 GetTouchPosition(int index)
 #if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
     if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
     else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
-    
+
     // TODO: Touch position scaling required?
 #endif
 
@@ -3297,7 +3297,7 @@ static bool InitGraphicsDevice(int width, int height)
     else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
 #endif
 
-    if (CORE.Window.flags & FLAG_MSAA_4X_HINT) 
+    if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
     {
         TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
         glfwWindowHint(GLFW_SAMPLES, 4);   // Tries to enable multisampling x4 (MSAA), default is 0
@@ -3339,7 +3339,7 @@ static bool InitGraphicsDevice(int width, int height)
     }
 
 #if defined(PLATFORM_DESKTOP)
-    // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. 
+    // 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
@@ -4189,9 +4189,9 @@ static void InitTimer(void)
 {
     srand((unsigned int)time(NULL));    // Initialize random seed
 
-// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. 
-// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. 
-// High resolutions can also prevent the CPU power management system from entering power-saving modes. 
+// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
+// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
+// High resolutions can also prevent the CPU power management system from entering power-saving modes.
 // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
 #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
     timeBeginPeriod(1);                 // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
@@ -4280,7 +4280,7 @@ static void PollInputEvents(void)
 #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
     // Register previous keys states
     for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
-    
+
     PollKeyboardEvents();
 
     // Register previous mouse states
@@ -4291,7 +4291,7 @@ static void PollInputEvents(void)
         CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
         CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
     }
-    
+
     // Register gamepads buttons events
     for (int i = 0; i < MAX_GAMEPADS; i++)
     {
@@ -4366,8 +4366,8 @@ static void PollInputEvents(void)
 
             for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
             {
-                GamepadButton button = -1; 
-                
+                GamepadButton button = -1;
+
                 switch (k)
                 {
                     case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
@@ -4391,7 +4391,7 @@ static void PollInputEvents(void)
                     case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
                     default: break;
                 }
-                
+
                 if (button != -1)   // Check for valid button
                 {
                     if (buttons[k] == GLFW_PRESS)
@@ -4450,7 +4450,7 @@ static void PollInputEvents(void)
             for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
             {
                 GamepadButton button = -1;
-                
+
                 // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
                 switch (j)
                 {
@@ -4472,7 +4472,7 @@ static void PollInputEvents(void)
                     case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
                     default: break;
                 }
-                
+
                 if (button != -1)   // Check for valid button
                 {
                     if (gamepadState.digitalButton[j] == 1)
@@ -4609,10 +4609,10 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
     CORE.Window.currentFbo.width = width;
     CORE.Window.currentFbo.height = height;
     CORE.Window.resizedLastFrame = true;
-    
+
     if(IsWindowFullscreen())
         return;
-    
+
     // Set current screen size
     CORE.Window.screen.width = width;
     CORE.Window.screen.height = height;
@@ -4697,7 +4697,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
             }
         }
         else
-#endif  // SUPPORT_GIF_RECORDING   
+#endif  // SUPPORT_GIF_RECORDING
         {
             TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
             screenshotCounter++;
@@ -5406,7 +5406,7 @@ static void InitEvdevInput(void)
     char path[MAX_FILEPATH_LENGTH];
     DIR *directory;
     struct dirent *entity;
-    
+
     // Initialise keyboard file descriptor
     CORE.Input.Keyboard.fd = -1;
 
@@ -5669,7 +5669,7 @@ static void PollKeyboardEvents(void)
 
     struct input_event event;
     int keycode;
-    
+
     // Try to read data from the keyboard and only continue if successful
     while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
     {
@@ -5762,7 +5762,7 @@ static void *EventThread(void *arg)
                 {
                     CORE.Input.Mouse.position.x    = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width;   // Scale acording to absRange
                     CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width;   // Scale acording to absRange
-                    
+
                     #if defined(SUPPORT_GESTURES_SYSTEM)
                         touchAction = TOUCH_MOVE;
                         gestureUpdate = true;
@@ -5807,7 +5807,7 @@ static void *EventThread(void *arg)
                 if(event.code == ABS_PRESSURE)
                 {
                     int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON];
-                    
+
                     if(!event.value && previousMouseLeftButtonState)
                     {
                         CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0;
@@ -5817,7 +5817,7 @@ static void *EventThread(void *arg)
                             gestureUpdate = true;
                         #endif
                     }
-                    
+
                     if(event.value && !previousMouseLeftButtonState)
                     {
                         CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1;
@@ -6079,7 +6079,7 @@ void UWPKeyDownEvent(int key, bool down, bool controlKey)
             }
         }
         else
-#endif  // SUPPORT_GIF_RECORDING   
+#endif  // SUPPORT_GIF_RECORDING
         {
             TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
             screenshotCounter++;

+ 104 - 104
src/models.c

@@ -859,7 +859,7 @@ void UnloadMesh(Mesh mesh)
 {
     // Unload rlgl mesh vboId data
     rlUnloadMesh(&mesh);
-    
+
     RL_FREE(mesh.vertices);
     RL_FREE(mesh.texcoords);
     RL_FREE(mesh.normals);
@@ -1033,7 +1033,7 @@ ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount)
 #if defined(SUPPORT_FILEFORMAT_GLTF)
     if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount);
 #endif
-    
+
     return animations;
 }
 
@@ -1093,7 +1093,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
                     model.meshes[m].animNormals[vCounter + 1] = animNormal.y;
                     model.meshes[m].animNormals[vCounter + 2] = animNormal.z;
                 }
-                
+
                 vCounter += 3;
                 boneCounter += 4;
             }
@@ -3300,11 +3300,11 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou
 {
 #define IQM_MAGIC       "INTERQUAKEMODEL"   // IQM file magic number
 #define IQM_VERSION     2                   // only IQM version 2 supported
-    
+
     unsigned int fileSize = 0;
     unsigned char *fileData = LoadFileData(fileName, &fileSize);
     unsigned char *fileDataPtr = fileData;
-    
+
     typedef struct IQMHeader {
         char magic[16];
         unsigned int version;
@@ -3321,60 +3321,60 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou
         unsigned int num_comment, ofs_comment;
         unsigned int num_extensions, ofs_extensions;
     } IQMHeader;
-    
+
     typedef struct IQMPose {
         int parent;
         unsigned int mask;
         float channeloffset[10];
         float channelscale[10];
     } IQMPose;
-    
+
     typedef struct IQMAnim {
         unsigned int name;
         unsigned int first_frame, num_frames;
         float framerate;
         unsigned int flags;
     } IQMAnim;
-    
+
     // In case file can not be read, return an empty model
     if (fileDataPtr == NULL) return NULL;
-    
+
     // Read IQM header
     IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr;
-    
+
     if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0)
     {
         TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName);
         return NULL;
     }
-    
+
     if (iqmHeader->version != IQM_VERSION)
     {
         TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version);
         return NULL;
     }
-    
+
     // Get bones data
     IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose));
     //fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET);
     //fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile);
     memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose));
-    
+
     // Get animations data
     *animCount = iqmHeader->num_anims;
     IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim));
     //fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET);
     //fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile);
     memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim));
-    
+
     ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation));
-    
+
     // frameposes
     unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
     //fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET);
     //fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile);
     memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short));
-    
+
     for (unsigned int a = 0; a < iqmHeader->num_anims; a++)
     {
         animations[a].frameCount = anim[a].num_frames;
@@ -3382,105 +3382,105 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou
         animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
         animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
         // animations[a].framerate = anim.framerate;     // TODO: Use framerate?
-        
+
         for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
         {
             strcpy(animations[a].bones[j].name, "ANIMJOINTNAME");
             animations[a].bones[j].parent = poses[j].parent;
         }
-        
+
         for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform));
-        
+
         int dcounter = anim[a].first_frame*iqmHeader->num_framechannels;
-        
+
         for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
         {
             for (unsigned int i = 0; i < iqmHeader->num_poses; i++)
             {
                 animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0];
-                
+
                 if (poses[i].mask & 0x01)
                 {
                     animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1];
-                
+
                 if (poses[i].mask & 0x02)
                 {
                     animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2];
-                
+
                 if (poses[i].mask & 0x04)
                 {
                     animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3];
-                
+
                 if (poses[i].mask & 0x08)
                 {
                     animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4];
-                
+
                 if (poses[i].mask & 0x10)
                 {
                     animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5];
-                
+
                 if (poses[i].mask & 0x20)
                 {
                     animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6];
-                
+
                 if (poses[i].mask & 0x40)
                 {
                     animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7];
-                
+
                 if (poses[i].mask & 0x80)
                 {
                     animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8];
-                
+
                 if (poses[i].mask & 0x100)
                 {
                     animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9];
-                
+
                 if (poses[i].mask & 0x200)
                 {
                     animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9];
                     dcounter++;
                 }
-                
+
                 animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation);
             }
         }
-        
+
         // Build frameposes
         for (unsigned int frame = 0; frame < anim[a].num_frames; frame++)
         {
@@ -3496,13 +3496,13 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou
             }
         }
     }
-    
+
     RL_FREE(fileData);
-    
+
     RL_FREE(framedata);
     RL_FREE(poses);
     RL_FREE(anim);
-    
+
     return animations;
 }
 
@@ -3667,17 +3667,17 @@ static bool GLTFReadValue(cgltf_accessor* acc, unsigned int index, void* variabl
         {
             return false;
         }
-        
+
         memcpy(variable, index == 0 ? acc->min : acc->max, elements * size);
         return true;
     }
-    
+
     unsigned int stride = size * elements;
     memset(variable, 0, stride);
-    
+
     if(acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL)
         return false;
-    
+
     void* readPosition = ((char*)acc->buffer_view->buffer->data) + (index * stride) + acc->buffer_view->offset + acc->offset;
     memcpy(variable, readPosition, stride);
     return true;
@@ -3740,10 +3740,10 @@ static Model LoadGLTF(const char *fileName)
         model.boneCount = (int)data->nodes_count;
         model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
         model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
-    
+
         InitGLTFBones(&model, data);
         LoadGLTFMaterial(&model, fileName, data);
-    
+
         int primitiveIndex = 0;
 
         for (unsigned int i = 0; i < data->meshes_count; i++)
@@ -3759,7 +3759,7 @@ static Model LoadGLTF(const char *fileName)
                         int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float);
                         model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize);
                         model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize);
-    
+
                         if(acc->component_type == cgltf_component_type_r_32f)
                         {
                             for(int a = 0; a < acc->count; a++)
@@ -3783,17 +3783,17 @@ static Model LoadGLTF(const char *fileName)
                             // TODO: Support normalized unsigned byte/unsigned short vertices
                             TRACELOG(LOG_WARNING, "MODEL: [%s] glTF vertices must be float or int", fileName);
                         }
-                        
+
                         memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize);
                     }
                     else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal)
                     {
                         cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
-                        
+
                         int bufferSize = (int)(acc->count*3*sizeof(float));
                         model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize);
                         model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize);
-                        
+
                         if(acc->component_type == cgltf_component_type_r_32f)
                         {
                             for(int a = 0; a < acc->count; a++)
@@ -3817,7 +3817,7 @@ static Model LoadGLTF(const char *fileName)
                             // TODO: Support normalized unsigned byte/unsigned short normals
                             TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName);
                         }
-                        
+
                         memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize);
                     }
                     else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord)
@@ -3827,7 +3827,7 @@ static Model LoadGLTF(const char *fileName)
                         if (acc->component_type == cgltf_component_type_r_32f)
                         {
                             model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float));
-                            
+
                             for(int a = 0; a < acc->count; a++)
                             {
                                 GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a * 2), 2, sizeof(float));
@@ -3847,9 +3847,9 @@ static Model LoadGLTF(const char *fileName)
                     else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights)
                     {
                         cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
-    
+
                         model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float));
-    
+
                         if(acc->component_type == cgltf_component_type_r_32f)
                         {
                             for(int a = 0; a < acc->count; a++)
@@ -3879,7 +3879,7 @@ static Model LoadGLTF(const char *fileName)
 
                 cgltf_accessor *acc = data->meshes[i].primitives[p].indices;
                 LoadGLTFModelIndices(&model, acc, primitiveIndex);
-    
+
                 if (data->meshes[i].primitives[p].material)
                 {
                     // Compute the offset
@@ -3889,14 +3889,14 @@ static Model LoadGLTF(const char *fileName)
                 {
                     model.meshMaterial[primitiveIndex] = model.materialCount - 1;
                 }
-    
+
                 BindGLTFPrimitiveToBones(&model, data, primitiveIndex);
-    
+
                 primitiveIndex++;
             }
-            
+
         }
-        
+
         cgltf_free(data);
     }
     else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
@@ -3913,7 +3913,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
         strcpy(model->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
         model->bones[j].parent = (data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : -1;
     }
-    
+
     for (unsigned int i = 0; i < data->nodes_count; i++)
     {
         if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float));
@@ -3923,11 +3923,11 @@ static void InitGLTFBones(Model* model, const cgltf_data* data)
         else model->bindPose[i].rotation = QuaternionIdentity();
 
         model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation);
-        
+
         if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float));
         else model->bindPose[i].scale = Vector3One();
     }
-    
+
     {
         bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool));
         int numberCompletedBones = 0;
@@ -4032,7 +4032,7 @@ static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_dat
             }
         }
     }
-    
+
     model->materials[model->materialCount - 1] = LoadMaterialDefault();
 }
 
@@ -4047,7 +4047,7 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor,
         {
             GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(short));
         }
-        
+
         for (unsigned int a = 0; a < jointsAccessor->count * 4; a++)
         {
             cgltf_node* skinJoint = data->skins->joints[bones[a]];
@@ -4072,11 +4072,11 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor,
         {
             GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(unsigned char));
         }
-        
+
         for (unsigned int a = 0; a < jointsAccessor->count * 4; a++)
         {
             cgltf_node* skinJoint = data->skins->joints[bones[a]];
-            
+
             for (unsigned int k = 0; k < data->nodes_count; k++)
             {
                 if (&(data->nodes[k]) == skinJoint)
@@ -4118,7 +4118,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
                         model->meshes[primitiveIndex].boneIds[b] = 0;
                         model->meshes[primitiveIndex].boneWeights[b] = 0.0f;
                     }
-                
+
                 }
 
                 Vector3 boundVertex = { 0 };
@@ -4157,7 +4157,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
                         model->meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y;
                         model->meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z;
                     }
-                    
+
                     vCounter += 3;
                     boneCounter += 4;
                 }
@@ -4174,7 +4174,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in
         {
             model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
             model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
-            
+
             unsigned short readValue = 0;
             for(int a = 0; a < indexAccessor->count; a++)
             {
@@ -4186,7 +4186,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in
         {
             model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3;
             model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short));
-            
+
             unsigned char readValue = 0;
             for(int a = 0; a < indexAccessor->count; a++)
             {
@@ -4232,16 +4232,16 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
     // glTF file loading
     unsigned int dataSize = 0;
     unsigned char *fileData = LoadFileData(fileName, &dataSize);
-    
+
     ModelAnimation *animations = NULL;
-    
+
     if (fileData == NULL) return animations;
-    
+
     // glTF data loading
     cgltf_options options = { 0 };
     cgltf_data *data = NULL;
     cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data);
-    
+
     if (result == cgltf_result_success)
     {
         TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" :
@@ -4263,34 +4263,34 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
             //         - input - points in time this transformation happens
             //         - output - the transformation amount at the given input points in time
             //         - interpolation - the type of interpolation to use between the frames
-            
+
             cgltf_animation *animation = data->animations + a;
-    
+
             ModelAnimation *output = animations + a;
-            
+
             // 30 frames sampled per second
             const float TIMESTEP = (1.0f / 30.0f);
             float animationDuration = 0.0f;
-    
+
             // Getting the max animation time to consider for animation duration
             for (unsigned int i = 0; i < animation->channels_count; i++)
             {
                 cgltf_animation_channel* channel = animation->channels + i;
                 int frameCounts = (int)channel->sampler->input->count;
                 float lastFrameTime = 0.0f;
-                
+
                 if (GLTFReadValue(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1, sizeof(float)))
                 {
                     animationDuration = fmaxf(lastFrameTime, animationDuration);
                 }
             }
-    
+
             output->frameCount = (int)(animationDuration / TIMESTEP);
             output->boneCount = (int)data->nodes_count;
             output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo));
             output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *));
             // output->framerate = // TODO: Use framerate instead of const timestep
-    
+
             // Name and parent bones
             for (unsigned int j = 0; j < data->nodes_count; j++)
             {
@@ -4303,7 +4303,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
             for (int frame = 0; frame < output->frameCount; frame++)
             {
                 output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform));
-    
+
                 for (unsigned int i = 0; i < data->nodes_count; i++)
                 {
                     output->framePoses[frame][i].translation = Vector3Zero();
@@ -4312,15 +4312,15 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
                     output->framePoses[frame][i].scale = Vector3One();
                 }
             }
-            
+
             // for each single transformation type on single bone
             for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++)
             {
                 cgltf_animation_channel* channel = animation->channels + channelId;
                 cgltf_animation_sampler* sampler = channel->sampler;
-                
+
                 int boneId = (int)(channel->target_node - data->nodes);
-                
+
                 for (int frame = 0; frame < output->frameCount; frame++)
                 {
                     bool shouldSkipFurtherTransformation = true;
@@ -4328,7 +4328,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
                     int outputMax = 0;
                     float frameTime = frame * TIMESTEP;
                     float lerpPercent = 0.0f;
-                    
+
                     // For this transformation:
                     // getting between which input values the current frame time position
                     // and also what is the percent to use in the linear interpolation later
@@ -4342,7 +4342,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
                                 shouldSkipFurtherTransformation = false;
                                 outputMin = (j == 0) ? 0 : j - 1;
                                 outputMax = j;
-        
+
                                 float previousInputTime = 0.0f;
                                 if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float)))
                                 {
@@ -4351,13 +4351,13 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
                                         lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime);
                                     }
                                 }
-                                
+
                                 break;
                             }
-                        } 
+                        }
                         else break;
                     }
-                    
+
                     // If the current transformation has no information for the current frame time point
                     if (shouldSkipFurtherTransformation) continue;
 
@@ -4365,20 +4365,20 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
                     {
                         Vector3 translationStart;
                         Vector3 translationEnd;
-                        
+
                         bool success = GLTFReadValue(sampler->output, outputMin, &translationStart, 3, sizeof(float));
                         success = GLTFReadValue(sampler->output, outputMax, &translationEnd, 3, sizeof(float)) || success;
-                        
+
                         if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent);
                     }
                     if (channel->target_path == cgltf_animation_path_type_rotation)
                     {
                         Quaternion rotationStart;
                         Quaternion rotationEnd;
-    
+
                         bool success = GLTFReadValue(sampler->output, outputMin, &rotationStart, 4, sizeof(float));
                         success = GLTFReadValue(sampler->output, outputMax, &rotationEnd, 4, sizeof(float)) || success;
-    
+
                         if (success)
                         {
                             output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent);
@@ -4389,15 +4389,15 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
                     {
                         Vector3 scaleStart;
                         Vector3 scaleEnd;
-    
+
                         bool success = GLTFReadValue(sampler->output, outputMin, &scaleStart, 3, sizeof(float));
                         success = GLTFReadValue(sampler->output, outputMax, &scaleEnd, 3, sizeof(float)) || success;
-    
+
                         if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent);
                     }
                 }
             }
-    
+
             // Build frameposes
             for (int frame = 0; frame < output->frameCount; frame++)
             {
@@ -4432,13 +4432,13 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
             }
 
         }
-        
+
         cgltf_free(data);
     }
     else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName);
-    
+
     RL_FREE(fileData);
-    
+
     return animations;
 }
 

+ 8 - 8
src/raudio.c

@@ -1302,10 +1302,10 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
 {
     Music music = { 0 };
     bool musicLoaded = false;
-    
+
     char fileExtLower[16] = { 0 };
     strcpy(fileExtLower, TextToLower(fileType));
-    
+
     if (false) { }
 #if defined(SUPPORT_FILEFORMAT_WAV)
     else if (TextIsEqual(fileExtLower, ".wav"))
@@ -1313,10 +1313,10 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
         drwav *ctxWav = RL_CALLOC(1, sizeof(drwav));
 		
         bool success = drwav_init_memory(ctxWav, (const void*)data, dataSize, NULL);
-        
+
         music.ctxType = MUSIC_AUDIO_WAV;
         music.ctxData = ctxWav;
-        
+
         if (success)
         {
             int sampleSize = ctxWav->bitsPerSample;
@@ -1414,14 +1414,14 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
         int result = 0;
 
         jar_mod_init(ctxMod);
-        
+
         // copy data to allocated memory for default UnloadMusicStream
         unsigned char *newData = RL_MALLOC(dataSize);
         int it = dataSize / sizeof(unsigned char);
         for (int i = 0; i < it; i++){
             newData[i] = data[i];
         }
-        
+
         // Memory loaded version for jar_mod_load_file()
         if (dataSize && dataSize < 32*1024*1024)
         {
@@ -1429,7 +1429,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
             ctxMod->modfile = newData;
             if(jar_mod_load(ctxMod, (void*)ctxMod->modfile, dataSize)) result = dataSize;
         }
-        
+
         if (result > 0)
         {
             music.ctxType = MUSIC_MODULE_MOD;
@@ -1444,7 +1444,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
             musicLoaded = true;
         }
     }
-#endif 
+#endif
     else TRACELOG(LOG_WARNING, "STREAM: [%s] Fileformat not supported", fileType);
 
     if (!musicLoaded)

+ 5 - 5
src/raymath.h

@@ -984,7 +984,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang)
     result.m0 = cz*cy;
     result.m1 = cz*sy*sx - cx*sz;
     result.m2 = sz*sx + cz*cx*sy;
-    result.m3 = 0; 
+    result.m3 = 0;
 
     result.m4 = cy*sz;
     result.m5 = cz*cx + sz*sy*sx;
@@ -995,7 +995,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang)
     result.m9 = cy*sx;
     result.m10 = cy*cx;
     result.m11 = 0;
-    
+
     result.m12 = 0;
     result.m13 = 0;
     result.m14 = 0;
@@ -1294,11 +1294,11 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
 
     float cosHalfTheta =  q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
 
-    if (cosHalfTheta < 0) 
+    if (cosHalfTheta < 0)
     {
         q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
         cosHalfTheta = -cosHalfTheta;
-    }    
+    }
 
     if (fabs(cosHalfTheta) >= 1.0f) result = q1;
     else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
@@ -1478,7 +1478,7 @@ RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
     q.y = x0*y1*z0 + x1*y0*z1;
     q.z = x0*y0*z1 - x1*y1*z0;
     q.w = x0*y0*z0 + x1*y1*z1;
-    
+
     return q;
 }
 

+ 9 - 9
src/rlgl.h

@@ -1690,17 +1690,17 @@ void rlglInit(int width, int height)
 
             if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
         }
-        
+
         // Check instanced rendering support
-        if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) 
+        if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)
         {
             glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)eglGetProcAddress("glDrawArraysInstancedANGLE");
             glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)eglGetProcAddress("glDrawElementsInstancedANGLE");
             glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)eglGetProcAddress("glVertexAttribDivisorANGLE");
-            
+
             if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
         }
-        
+
         // Check NPOT textures support
         // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
         if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
@@ -2507,7 +2507,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
         TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
         return;
     }
-    
+
     mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
 
     mesh->vaoId = 0;        // Vertex Array Object
@@ -4075,10 +4075,10 @@ static unsigned int CompileShader(const char *shaderStr, int type)
     if (success == GL_FALSE)
     {
         TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader);
-        
+
         int maxLength = 0;
         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-        
+
         if (maxLength > 0)
         {
             int length = 0;
@@ -4127,8 +4127,8 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad
 
         int maxLength = 0;
         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-        
-        if (maxLength > 0) 
+
+        if (maxLength > 0)
         {
             int length = 0;
             char *log = RL_CALLOC(maxLength, sizeof(char));

+ 2 - 2
src/shapes.c

@@ -658,7 +658,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
 
     rlEnableTexture(GetShapesTexture().id);
     rlBegin(RL_QUADS);
-    
+
         rlNormal3f(0.0f, 0.0f, 1.0f);
         rlColor4ub(color.r, color.g, color.b, color.a);
 
@@ -673,7 +673,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
 
         rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
         rlVertex2f(topLeft.x, topLeft.y);
-        
+
     rlEnd();
     rlDisableTexture();
 }

+ 3 - 3
src/textures.c

@@ -3239,7 +3239,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
 
         rlEnableTexture(texture.id);
         rlBegin(RL_QUADS);
-        
+
             rlColor4ub(tint.r, tint.g, tint.b, tint.a);
             rlNormal3f(0.0f, 0.0f, 1.0f);                          // Normal vector pointing towards viewer
 
@@ -3262,10 +3262,10 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
             if (flipX) rlTexCoord2f(source.x/width, source.y/height);
             else rlTexCoord2f((source.x + source.width)/width, source.y/height);
             rlVertex2f(topLeft.x, topLeft.y);
-            
+
         rlEnd();
         rlDisableTexture();
-        
+
         // NOTE: Vertex position can be transformed using matrices
         // but the process is way more costly than just calculating
         // the vertex positions manually, like done above.