Browse Source

Removed trail spaces

Ray 6 years ago
parent
commit
a103086443
6 changed files with 87 additions and 87 deletions
  1. 16 16
      src/core.c
  2. 39 39
      src/models.c
  3. 2 2
      src/raudio.c
  4. 7 7
      src/raylib.h
  5. 14 14
      src/rlgl.h
  6. 9 9
      src/textures.c

+ 16 - 16
src/core.c

@@ -760,7 +760,7 @@ bool IsWindowResized(void)
     return windowResized;
 #else
     return false;
-#endif 
+#endif
 }
 
 // Check if window is currently hidden
@@ -1684,14 +1684,14 @@ const char *GetFileName(const char *filePath)
 const char *GetFileNameWithoutExt(const char *filePath)
 {
     #define MAX_FILENAMEWITHOUTEXT_LENGTH   64
-    
+
     static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH];
     memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
-    
+
     strcpy(fileName, GetFileName(filePath));   // Get filename with extension
-    
+
     int len = strlen(fileName);
-    
+
     for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
     {
         if (fileName[i] == '.')
@@ -3154,7 +3154,7 @@ static void PollInputEvents(void)
             gamepadAxisCount = axisCount;
         }
     }
-    
+
     windowResized = false;
 
 #if defined(SUPPORT_EVENTS_WAITING)
@@ -3433,7 +3433,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
     currentHeight = height;
 
     // NOTE: Postprocessing texture is not scaled to new size
-    
+
     windowResized = true;
 }
 
@@ -4279,7 +4279,7 @@ static void *EventThread(void *arg)
 {
     // Scancode to keycode mapping for US keyboards
     // TODO: Proabobly replace this with a keymap from the X11 to get the correct regional map for the keyboard (Currently non US keyboards will have the wrong mapping for some keys)
-    static const int keymap_US[] = 
+    static const int keymap_US[] =
         {0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84,
         89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96,
         340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291,
@@ -4298,7 +4298,7 @@ static void *EventThread(void *arg)
 
     struct input_event event;
     InputEventWorker *worker = (InputEventWorker *)arg;
-    
+
     int touchAction = -1;
     bool gestureUpdate = false;
     int keycode;
@@ -4400,7 +4400,7 @@ static void *EventThread(void *arg)
                 if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
                 {
                     currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
-                    
+
                     #if defined(SUPPORT_GESTURES_SYSTEM)
                         if (event.value > 0) touchAction = TOUCH_DOWN;
                         else touchAction = TOUCH_UP;
@@ -4415,9 +4415,9 @@ static void *EventThread(void *arg)
                 // Keyboard button parsing
                 if((event.code >= 1) && (event.code <= 255))     //Keyboard keys appear for codes 1 to 255
                 {
-                    keycode = keymap_US[event.code & 0xFF];     // The code we get is a scancode so we look up the apropriate keycode             
+                    keycode = keymap_US[event.code & 0xFF];     // The code we get is a scancode so we look up the apropriate keycode
                     // Make sure we got a valid keycode
-                    if((keycode > 0) && (keycode < sizeof(currentKeyState)))         
+                    if((keycode > 0) && (keycode < sizeof(currentKeyState)))
                     {
                         // Store the key information for raylib to later use
                         currentKeyStateEvdev[keycode] = event.value;
@@ -4449,22 +4449,22 @@ static void *EventThread(void *arg)
 
                 gestureEvent.pointCount = 0;
                 gestureEvent.touchAction = touchAction;
-                
+
                 if (touchPosition[0].x >= 0) gestureEvent.pointCount++;
                 if (touchPosition[1].x >= 0) gestureEvent.pointCount++;
                 if (touchPosition[2].x >= 0) gestureEvent.pointCount++;
                 if (touchPosition[3].x >= 0) gestureEvent.pointCount++;
-                
+
                 gestureEvent.pointerId[0] = 0;
                 gestureEvent.pointerId[1] = 1;
                 gestureEvent.pointerId[2] = 2;
                 gestureEvent.pointerId[3] = 3;
-                
+
                 gestureEvent.position[0] = touchPosition[0];
                 gestureEvent.position[1] = touchPosition[1];
                 gestureEvent.position[2] = touchPosition[2];
                 gestureEvent.position[3] = touchPosition[3];
-                
+
                 ProcessGestureEvent(gestureEvent);
 #endif
             }

+ 39 - 39
src/models.c

@@ -624,19 +624,19 @@ Model LoadModel(const char *fileName)
 #if defined(SUPPORT_FILEFORMAT_IQM)
     if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName);
 #endif
-    
+
     // Make sure model transform is set to identity matrix!
     model.transform = MatrixIdentity();
 
-    if (model.meshCount == 0) 
+    if (model.meshCount == 0)
     {
         TraceLog(LOG_WARNING, "[%s] No meshes can be loaded, default to cube mesh", fileName);
-        
+
         model.meshCount = 1;
         model.meshes = (Mesh *)calloc(model.meshCount, sizeof(Mesh));
         model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f);
     }
-    else 
+    else
     {
         // Upload vertex data to GPU (static mesh)
         for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false);
@@ -645,11 +645,11 @@ Model LoadModel(const char *fileName)
     if (model.materialCount == 0)
     {
         TraceLog(LOG_WARNING, "[%s] No materials can be loaded, default to white material", fileName);
-        
+
         model.materialCount = 1;
         model.materials = (Material *)calloc(model.materialCount, sizeof(Material));
         model.materials[0] = LoadMaterialDefault();
-        
+
         model.meshMaterial = (int *)calloc(model.meshCount, sizeof(int));
     }
 
@@ -665,15 +665,15 @@ Model LoadModelFromMesh(Mesh mesh)
     Model model = { 0 };
 
     model.transform = MatrixIdentity();
-    
+
     model.meshCount = 1;
     model.meshes = (Mesh *)malloc(model.meshCount*sizeof(Mesh));
     model.meshes[0] = mesh;
-    
+
     model.materialCount = 1;
     model.materials = (Material *)malloc(model.materialCount*sizeof(Material));
     model.materials[0] = LoadMaterialDefault();
-    
+
     model.meshMaterial = (int *)malloc(model.meshCount*sizeof(int));
     model.meshMaterial[0] = 0;  // First material index
 
@@ -685,11 +685,11 @@ void UnloadModel(Model model)
 {
     for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]);
     for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]);
-    
+
     free(model.meshes);
     free(model.materials);
     free(model.meshMaterial);
-    
+
     // Unload animation data
     free(model.bones);
     free(model.bindPose);
@@ -1817,11 +1817,11 @@ Material LoadMaterial(const char *fileName)
     {
         tinyobj_material_t *materials;
         unsigned int materialCount = 0;
-        
+
         int result = tinyobj_parse_mtl_file(&materials, &materialCount, fileName);
-        
+
         // TODO: Process materials to return
-        
+
         tinyobj_materials_free(materials, materialCount);
     }
 #else
@@ -1886,7 +1886,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
     // Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform)
     model.transform = MatrixMultiply(model.transform, matTransform);
 
-    for (int i = 0; i < model.meshCount; i++) 
+    for (int i = 0; i < model.meshCount; i++)
     {
         model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = tint;
         rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform);
@@ -2246,7 +2246,7 @@ BoundingBox MeshBoundingBox(Mesh mesh)
     // Get min and max vertex to construct bounds (AABB)
     Vector3 minVertex = { 0 };
     Vector3 maxVertex = { 0 };
-    
+
     printf("Mesh vertex count: %i\n", mesh.vertexCount);
 
     if (mesh.vertices != NULL)
@@ -2402,20 +2402,20 @@ static Model LoadOBJ(const char *fileName)
     {
         unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
         int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, data, dataLength, flags);
-        
+
         if (ret != TINYOBJ_SUCCESS) TraceLog(LOG_WARNING, "[%s] Model data could not be loaded", fileName);
         else TraceLog(LOG_INFO, "[%s] Model data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
-        
+
         // Init model meshes array
         model.meshCount = meshCount;
         model.meshes = (Mesh *)malloc(model.meshCount*sizeof(Mesh));
-        
+
         // Init model materials array
         model.materialCount = materialCount;
         model.materials = (Material *)malloc(model.materialCount*sizeof(Material));
         model.meshMaterial = (int *)calloc(model.meshCount, sizeof(int));
-        
-        /* 
+
+        /*
         // Multiple meshes data reference
         // NOTE: They are provided as a faces offset
         typedef struct {
@@ -2424,7 +2424,7 @@ static Model LoadOBJ(const char *fileName)
             unsigned int length;
         } tinyobj_shape_t;
         */
-        
+
         // Init model meshes
         for (int m = 0; m < 1; m++)
         {
@@ -2435,25 +2435,25 @@ static Model LoadOBJ(const char *fileName)
             mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
             mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
             mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
-            
+
             int vCount = 0;
             int vtCount = 0;
             int vnCount = 0;
-            
+
             for (int f = 0; f < attrib.num_faces; f++)
             {
                 // Get indices for the face
                 tinyobj_vertex_index_t idx0 = attrib.faces[3*f + 0];
                 tinyobj_vertex_index_t idx1 = attrib.faces[3*f + 1];
                 tinyobj_vertex_index_t idx2 = attrib.faces[3*f + 2];
-                
+
                 // TraceLog(LOG_DEBUG, "Face %i index: v %i/%i/%i . vt %i/%i/%i . vn %i/%i/%i\n", f, idx0.v_idx, idx1.v_idx, idx2.v_idx, idx0.vt_idx, idx1.vt_idx, idx2.vt_idx, idx0.vn_idx, idx1.vn_idx, idx2.vn_idx);
-                
+
                 // Fill vertices buffer (float) using vertex index of the face
                 for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount +=3;
                 for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount +=3;
                 for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount +=3;
-                
+
                 // Fill texcoords buffer (float) using vertex index of the face
                 // NOTE: Y-coordinate must be flipped upside-down
                 mesh.texcoords[vtCount + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
@@ -2462,7 +2462,7 @@ static Model LoadOBJ(const char *fileName)
                 mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount += 2;
                 mesh.texcoords[vtCount + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
                 mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount += 2;
-                
+
                 // Fill normals buffer (float) using vertex index of the face
                 for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3;
                 for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3;
@@ -2481,7 +2481,7 @@ static Model LoadOBJ(const char *fileName)
             // Init material to default
             // NOTE: Uses default shader, only MAP_DIFFUSE supported
             model.materials[m] = LoadMaterialDefault();
-            
+
             /*
             typedef struct {
                 char *name;
@@ -2508,19 +2508,19 @@ static Model LoadOBJ(const char *fileName)
                 char *alpha_texname;              // map_d
             } tinyobj_material_t;
             */
-            
+
             model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname);  //char *diffuse_texname; // map_Kd
             model.materials[m].maps[MAP_DIFFUSE].color = (Color){ (float)(materials[m].diffuse[0]*255.0f), (float)(materials[m].diffuse[1]*255.0f), (float)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
             model.materials[m].maps[MAP_DIFFUSE].value = 0.0f;
-            
+
             model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname);  //char *specular_texname; // map_Ks
             model.materials[m].maps[MAP_SPECULAR].color = (Color){ (float)(materials[m].specular[0]*255.0f), (float)(materials[m].specular[1]*255.0f), (float)(materials[m].specular[2]*255.0f), 255 }; //float specular[3];
             model.materials[m].maps[MAP_SPECULAR].value = 0.0f;
-            
+
             model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname);  //char *bump_texname; // map_bump, bump
             model.materials[m].maps[MAP_NORMAL].color = WHITE;
             model.materials[m].maps[MAP_NORMAL].value = materials[m].shininess;
-            
+
             model.materials[m].maps[MAP_EMISSION].color = (Color){ (float)(materials[m].emission[0]*255.0f), (float)(materials[m].emission[1]*255.0f), (float)(materials[m].emission[2]*255.0f), 255 }; //float emission[3];
 
             model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname);  //char *displacement_texname; // disp
@@ -2579,7 +2579,7 @@ static Model LoadIQM(const char *fileName)
     } IQMTriangle;
 
     // NOTE: Adjacency unused by default
-    typedef struct IQMAdjacency {   
+    typedef struct IQMAdjacency {
         unsigned int triangle[3];
     } IQMAdjacency;
 
@@ -2677,7 +2677,7 @@ static Model LoadIQM(const char *fileName)
 
     model.meshCount = iqm.num_meshes;
     model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes);
-    
+
     char name[MESH_NAME_LENGTH];
 
     for (int i = 0; i < iqm.num_meshes; i++)
@@ -2685,17 +2685,17 @@ static Model LoadIQM(const char *fileName)
         fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
         fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile);     // Mesh name not used...
         model.meshes[i].vertexCount = imesh[i].num_vertexes;
-        
+
         model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);       // Default vertex positions
         model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3);        // Default vertex normals
         model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2);      // Default vertex texcoords
-        
+
         model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4);          // Up-to 4 bones supported!
         model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4);    // Up-to 4 bones supported!
-        
+
         model.meshes[i].triangleCount = imesh[i].num_triangles;
         model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
-        
+
         // Animated verted data, what we actually process for rendering
         // NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning)
         model.meshes[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);

+ 2 - 2
src/raudio.c

@@ -525,7 +525,7 @@ void InitAudioDevice(void)
     TraceLog(LOG_INFO, "Audio channels: %d -> %d", device.playback.channels, device.playback.internalChannels);
     TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate);
     TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames);
-    
+
     isAudioInitialized = MA_TRUE;
 }
 
@@ -587,7 +587,7 @@ AudioBuffer *CreateAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 s
     dspConfig.pUserData = audioBuffer;
     dspConfig.allowDynamicSampleRate = MA_TRUE;    // <-- Required for pitch shifting.
     ma_result result = ma_pcm_converter_init(&dspConfig, &audioBuffer->dsp);
-    
+
     if (result != MA_SUCCESS)
     {
         TraceLog(LOG_ERROR, "CreateAudioBuffer() : Failed to create data conversion pipeline");

+ 7 - 7
src/raylib.h

@@ -339,7 +339,7 @@ typedef struct Material {
 
 // Transformation properties
 typedef struct Transform {
-    Vector3 translation;    // Translation 
+    Vector3 translation;    // Translation
     Quaternion rotation;    // Rotation
     Vector3 scale;          // Scale
 } Transform;
@@ -353,14 +353,14 @@ typedef struct BoneInfo {
 // Model type
 typedef struct Model {
     Matrix transform;       // Local transform matrix
-    
+
     int meshCount;          // Number of meshes
     Mesh *meshes;           // Meshes array
 
     int materialCount;      // Number of materials
     Material *materials;    // Materials array
     int *meshMaterial;      // Mesh material number
-    
+
     // Animation data
     int boneCount;          // Number of bones
     BoneInfo *bones;        // Bones information (skeleton)
@@ -371,7 +371,7 @@ typedef struct Model {
 typedef struct ModelAnimation {
     int boneCount;          // Number of bones
     BoneInfo *bones;        // Bones information (skeleton)
-    
+
     int frameCount;         // Number of animation frames
     Transform **framePoses; // Poses array by frame
 } ModelAnimation;
@@ -1082,8 +1082,8 @@ RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Col
 RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors
 RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
 RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color);                              // Draw rectangle outline with extended parameters
-RLAPI void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color);                   // Draw rectangle with rounded edges
-RLAPI void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rounded rectangle outline     
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
 RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle
 RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline
 RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
@@ -1201,7 +1201,7 @@ RLAPI void DrawFPS(int posX, int posY);
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);       // Draw text (using default font)
 RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);                // Draw text using font and additional parameters
 RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);   // Draw text using font inside rectangle limits
-RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, 
+RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
                          int selectStart, int selectLength, Color selectText, Color selectBack);    // Draw text using font inside rectangle limits with support for text selection
 
 // Text misc. functions

+ 14 - 14
src/rlgl.h

@@ -1130,22 +1130,22 @@ void rlBegin(int mode)
             // Make sure current draws[i].vertexCount is aligned a multiple of 4,
             // that way, following QUADS drawing will keep aligned with index processing
             // It implies adding some extra alignment vertex at the end of the draw,
-            // those vertex are not processed but they are considered as an additional offset 
+            // those vertex are not processed but they are considered as an additional offset
             // for the next set of vertex to be drawn
             if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4);
             else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4)));
-            
+
             if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw();
             else
             {
                 vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment;
                 vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment;
                 vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment;
-            
+
                 drawsCounter++;
             }
         }
-        
+
         if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
 
         draws[drawsCounter - 1].mode = mode;
@@ -1301,22 +1301,22 @@ void rlEnableTexture(unsigned int id)
             // Make sure current draws[i].vertexCount is aligned a multiple of 4,
             // that way, following QUADS drawing will keep aligned with index processing
             // It implies adding some extra alignment vertex at the end of the draw,
-            // those vertex are not processed but they are considered as an additional offset 
+            // those vertex are not processed but they are considered as an additional offset
             // for the next set of vertex to be drawn
             if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4);
             else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4)));
-            
+
             if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw();
             else
             {
                 vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment;
                 vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment;
                 vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment;
-            
+
                 drawsCounter++;
             }
         }
-        
+
         if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
 
         draws[drawsCounter - 1].textureId = id;
@@ -2044,7 +2044,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
 unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer)
 {
     unsigned int id = 0;
-    
+
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
 
@@ -2103,7 +2103,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
 {
     unsigned int cubemapId = 0;
     unsigned int dataSize = GetPixelDataSize(size, size, format);
-    
+
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     glGenTextures(1, &cubemapId);
     glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
@@ -2305,7 +2305,7 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy
 bool rlRenderTextureComplete(RenderTexture target)
 {
     bool result = false;
-    
+
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     glBindFramebuffer(GL_FRAMEBUFFER, target.id);
 
@@ -4196,7 +4196,7 @@ static void DrawBuffersDefault(void)
             glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
             glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
             glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);    // Provided value refers to the texture unit (active)
-            
+
             // TODO: Support additional texture units on custom shader
             //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(currentShader.locs[LOC_MAP_SPECULAR], 1);
             //if (currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(currentShader.locs[LOC_MAP_NORMAL], 2);
@@ -4231,7 +4231,7 @@ static void DrawBuffersDefault(void)
             for (int i = 0; i < drawsCounter; i++)
             {
                 glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
-                
+
                 // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]?
                 //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); }
                 //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); }
@@ -4248,7 +4248,7 @@ static void DrawBuffersDefault(void)
                     glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6));
 #endif
                 }
-                
+
                 vertexOffset += (draws[i].vertexCount + draws[i].vertexAlignment);
             }
 

+ 9 - 9
src/textures.c

@@ -181,7 +181,7 @@ static Image LoadASTC(const char *fileName);  // Load ASTC file
 Image LoadImage(const char *fileName)
 {
     Image image = { 0 };
-    
+
 #if defined(SUPPORT_FILEFORMAT_PNG) || \
     defined(SUPPORT_FILEFORMAT_BMP) || \
     defined(SUPPORT_FILEFORMAT_TGA) || \
@@ -744,7 +744,7 @@ Image GetTextureData(Texture2D texture)
 RLAPI Image GetScreenData(void)
 {
     Image image = { 0 };
-    
+
     image.width = GetScreenWidth();
     image.height = GetScreenHeight();
     image.mipmaps = 1;
@@ -1411,13 +1411,13 @@ void ImageResizeNN(Image *image,int newWidth,int newHeight)
 void ImageResizeCanvas(Image *image, int newWidth,int newHeight, int offsetX, int offsetY, Color color)
 {
     // TODO: Review different scaling situations
-    
+
     if ((newWidth != image->width) || (newHeight != image->height))
     {
         if ((newWidth > image->width) && (newHeight > image->height))
         {
             Image imTemp = GenImageColor(newWidth, newHeight, color);
-            
+
             Rectangle srcRec = { 0.0f, 0.0f, (float)image->width, (float)image->height };
             Rectangle dstRec = { (float)offsetX, (float)offsetY, (float)srcRec.width, (float)srcRec.height };
 
@@ -1434,23 +1434,23 @@ void ImageResizeCanvas(Image *image, int newWidth,int newHeight, int offsetX, in
         else    // One side is bigger and the other is smaller
         {
             Image imTemp = GenImageColor(newWidth, newHeight, color);
-            
+
             Rectangle srcRec = { 0.0f, 0.0f, (float)image->width, (float)image->height };
             Rectangle dstRec = { (float)offsetX, (float)offsetY, (float)newWidth, (float)newHeight };
-            
+
             if (newWidth < image->width)
             {
                 srcRec.x = offsetX;
                 srcRec.width = newWidth;
-                
+
                 dstRec.x = 0.0f;
             }
-            
+
             if (newHeight < image->height)
             {
                 srcRec.y = offsetY;
                 srcRec.height = newHeight;
-                
+
                 dstRec.y = 0.0f;
             }