Browse Source

Remove trailing spaces

raysan5 4 years ago
parent
commit
aed0fee2ca
8 changed files with 60 additions and 60 deletions
  1. 7 7
      src/core.c
  2. 22 22
      src/models.c
  3. 1 1
      src/raudio.c
  4. 1 1
      src/raylib.h
  5. 19 19
      src/rlgl.h
  6. 3 3
      src/shapes.c
  7. 2 2
      src/textures.c
  8. 5 5
      src/utils.c

+ 7 - 7
src/core.c

@@ -2032,7 +2032,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
 
 
     if (vShaderStr != NULL) RL_FREE(vShaderStr);
     if (vShaderStr != NULL) RL_FREE(vShaderStr);
     if (fShaderStr != NULL) RL_FREE(fShaderStr);
     if (fShaderStr != NULL) RL_FREE(fShaderStr);
-    
+
     // After shader loading, we TRY to set default location names
     // After shader loading, we TRY to set default location names
     if (shader.id > 0)
     if (shader.id > 0)
     {
     {
@@ -2043,7 +2043,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
         //          vertex color location       = 3
         //          vertex color location       = 3
         //          vertex tangent location     = 4
         //          vertex tangent location     = 4
         //          vertex texcoord2 location   = 5
         //          vertex texcoord2 location   = 5
-        
+
         // NOTE: If any location is not found, loc point becomes -1
         // NOTE: If any location is not found, loc point becomes -1
 
 
         // Get handles to GLSL input attibute locations
         // Get handles to GLSL input attibute locations
@@ -2075,9 +2075,9 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
 {
 {
     Shader shader = { 0 };
     Shader shader = { 0 };
     shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
     shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
-    
+
     shader.id = rlLoadShaderCode(vsCode, fsCode);
     shader.id = rlLoadShaderCode(vsCode, fsCode);
-    
+
     // After shader loading, we TRY to set default location names
     // After shader loading, we TRY to set default location names
     if (shader.id > 0)
     if (shader.id > 0)
     {
     {
@@ -2088,7 +2088,7 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
         //          vertex color location       = 3
         //          vertex color location       = 3
         //          vertex tangent location     = 4
         //          vertex tangent location     = 4
         //          vertex texcoord2 location   = 5
         //          vertex texcoord2 location   = 5
-        
+
         // NOTE: If any location is not found, loc point becomes -1
         // NOTE: If any location is not found, loc point becomes -1
 
 
         // Get handles to GLSL input attibute locations
         // Get handles to GLSL input attibute locations
@@ -4406,7 +4406,7 @@ static bool InitGraphicsDevice(int width, int height)
 
 
         // Screen scaling matrix is required in case desired screen area is different than display area
         // Screen scaling matrix is required in case desired screen area is different than display area
         CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
         CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
-        
+
         // Mouse input scaling for the new screen size
         // Mouse input scaling for the new screen size
         SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
         SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
     #endif
     #endif
@@ -4443,7 +4443,7 @@ static void SetupViewport(int width, int height)
     float xScale = 1.0f, yScale = 1.0f;
     float xScale = 1.0f, yScale = 1.0f;
     glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
     glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
     rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
     rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
-#else    
+#else
     rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
     rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
 #endif
 #endif
 
 

+ 22 - 22
src/models.c

@@ -738,7 +738,7 @@ Model LoadModel(const char *fileName)
 
 
         if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
         if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
     }
     }
-    
+
     return model;
     return model;
 }
 }
 
 
@@ -839,7 +839,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
     rlEnableVertexArray(mesh->vaoId);
     rlEnableVertexArray(mesh->vaoId);
 
 
     // NOTE: Attributes must be uploaded considering default locations points
     // NOTE: Attributes must be uploaded considering default locations points
-    
+
     // Enable vertex attributes: position (shader-location = 0)
     // Enable vertex attributes: position (shader-location = 0)
     mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
     mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
     rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
     rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
@@ -917,7 +917,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
 
 
     if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
     if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
     else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
     else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
-    
+
     rlDisableVertexArray();
     rlDisableVertexArray();
 #endif
 #endif
 }
 }
@@ -943,12 +943,12 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
     rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
     rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
     rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
     rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
     rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
     rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
-    
+
     rlPushMatrix();
     rlPushMatrix();
         rlMultMatrixf(MatrixToFloat(transforms[0]));
         rlMultMatrixf(MatrixToFloat(transforms[0]));
-        rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, 
-                   material.maps[MATERIAL_MAP_DIFFUSE].color.g, 
-                   material.maps[MATERIAL_MAP_DIFFUSE].color.b, 
+        rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
+                   material.maps[MATERIAL_MAP_DIFFUSE].color.g,
+                   material.maps[MATERIAL_MAP_DIFFUSE].color.b,
                    material.maps[MATERIAL_MAP_DIFFUSE].color.a);
                    material.maps[MATERIAL_MAP_DIFFUSE].color.a);
 
 
         if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
         if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
@@ -970,7 +970,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
     else if (instances > 1) instancing = true;
     else if (instances > 1) instancing = true;
     float16 *instanceTransforms = NULL;
     float16 *instanceTransforms = NULL;
     unsigned int instancesVboId = 0;
     unsigned int instancesVboId = 0;
-    
+
     // Bind shader program
     // Bind shader program
     rlEnableShader(material.shader.id);
     rlEnableShader(material.shader.id);
 
 
@@ -983,9 +983,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
             (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
             (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
             (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
             (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
             (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
             (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
-            (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f 
+            (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
         };
         };
-        
+
         rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
         rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
     }
     }
 
 
@@ -996,9 +996,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
             (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
             (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
             (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
             (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
             (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
             (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
-            (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f 
+            (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
         };
         };
-        
+
         rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
         rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
     }
     }
 
 
@@ -1028,7 +1028,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
 
 
         // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData().
         // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData().
         // It isn't clear which would be reliably faster in all cases and on all platforms,
         // It isn't clear which would be reliably faster in all cases and on all platforms,
-        // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems 
+        // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
         // no faster, since we're transferring all the transform matrices anyway
         // no faster, since we're transferring all the transform matrices anyway
         instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
         instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
 
 
@@ -1042,7 +1042,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
 
 
         rlDisableVertexBuffer();
         rlDisableVertexBuffer();
         rlDisableVertexArray();
         rlDisableVertexArray();
-        
+
         // Accumulate internal matrix transform (push/pop) and view matrix
         // Accumulate internal matrix transform (push/pop) and view matrix
         // NOTE: In this case, model instance transformation must be computed in the shader
         // NOTE: In this case, model instance transformation must be computed in the shader
         matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
         matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
@@ -1058,7 +1058,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
         //    transform: function parameter transformation
         //    transform: function parameter transformation
         matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
         matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
     }
     }
-    
+
     // Upload model normal matrix (if locations available)
     // Upload model normal matrix (if locations available)
     if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
     if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
     //-----------------------------------------------------
     //-----------------------------------------------------
@@ -1070,10 +1070,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
         {
         {
             // Select current shader texture slot
             // Select current shader texture slot
             rlActiveTextureSlot(i);
             rlActiveTextureSlot(i);
-            
+
             // Enable texture for active slot
             // Enable texture for active slot
-            if ((i == MATERIAL_MAP_IRRADIANCE) || 
-                (i == MATERIAL_MAP_PREFILTER) || 
+            if ((i == MATERIAL_MAP_IRRADIANCE) ||
+                (i == MATERIAL_MAP_PREFILTER) ||
                 (i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
                 (i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
             else rlEnableTexture(material.maps[i].texture.id);
             else rlEnableTexture(material.maps[i].texture.id);
 
 
@@ -1089,7 +1089,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
         rlEnableVertexBuffer(mesh.vboId[0]);
         rlEnableVertexBuffer(mesh.vboId[0]);
         rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
         rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
         rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
         rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
-    
+
         rlEnableVertexBuffer(mesh.vboId[0]);
         rlEnableVertexBuffer(mesh.vboId[0]);
         rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
         rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
         rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
         rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
@@ -1180,10 +1180,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
     {
     {
         // Select current shader texture slot
         // Select current shader texture slot
         rlActiveTextureSlot(i);
         rlActiveTextureSlot(i);
-        
+
         // Disable texture for active slot
         // Disable texture for active slot
-        if ((i == MATERIAL_MAP_IRRADIANCE) || 
-            (i == MATERIAL_MAP_PREFILTER) || 
+        if ((i == MATERIAL_MAP_IRRADIANCE) ||
+            (i == MATERIAL_MAP_PREFILTER) ||
             (i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
             (i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
         else rlDisableTexture();
         else rlDisableTexture();
     }
     }

+ 1 - 1
src/raudio.c

@@ -1313,7 +1313,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
     else if (TextIsEqual(fileExtLower, ".wav"))
     else if (TextIsEqual(fileExtLower, ".wav"))
     {
     {
         drwav *ctxWav = RL_CALLOC(1, sizeof(drwav));
         drwav *ctxWav = RL_CALLOC(1, sizeof(drwav));
-        
+
         bool success = drwav_init_memory(ctxWav, (const void*)data, dataSize, NULL);
         bool success = drwav_init_memory(ctxWav, (const void*)data, dataSize, NULL);
 
 
         music.ctxType = MUSIC_AUDIO_WAV;
         music.ctxType = MUSIC_AUDIO_WAV;

+ 1 - 1
src/raylib.h

@@ -709,7 +709,7 @@ typedef enum {
     MESH_VERTEX_NORMAL      = 8,
     MESH_VERTEX_NORMAL      = 8,
     MESH_VERTEX_TANGENT     = 16,
     MESH_VERTEX_TANGENT     = 16,
     MESH_VERTEX_COLOR       = 32,
     MESH_VERTEX_COLOR       = 32,
-    MESH_VERTEX_INDEX       = 64   
+    MESH_VERTEX_INDEX       = 64
 } MeshVertexAttributes;
 } MeshVertexAttributes;
 
 
 // Material map index
 // Material map index

+ 19 - 19
src/rlgl.h

@@ -291,7 +291,7 @@ typedef struct RenderBatch {
 typedef enum {
 typedef enum {
     SHADER_ATTRIB_FLOAT = 0,
     SHADER_ATTRIB_FLOAT = 0,
     SHADER_ATTRIB_VEC2,
     SHADER_ATTRIB_VEC2,
-    SHADER_ATTRIB_VEC3, 
+    SHADER_ATTRIB_VEC3,
     SHADER_ATTRIB_VEC4
     SHADER_ATTRIB_VEC4
 } ShaderAttributeDataType;
 } ShaderAttributeDataType;
 
 
@@ -387,7 +387,7 @@ typedef enum {
         TEXTURE_FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
         TEXTURE_FILTER_ANISOTROPIC_8X,          // Anisotropic filtering 8x
         TEXTURE_FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
         TEXTURE_FILTER_ANISOTROPIC_16X,         // Anisotropic filtering 16x
     } TextureFilter;
     } TextureFilter;
-    
+
     // Texture parameters: wrap mode
     // Texture parameters: wrap mode
     typedef enum {
     typedef enum {
         TEXTURE_WRAP_REPEAT = 0,        // Repeats texture in tiled mode
         TEXTURE_WRAP_REPEAT = 0,        // Repeats texture in tiled mode
@@ -435,7 +435,7 @@ typedef enum {
         SHADER_LOC_MAP_PREFILTER,
         SHADER_LOC_MAP_PREFILTER,
         SHADER_LOC_MAP_BRDF
         SHADER_LOC_MAP_BRDF
     } ShaderLocationIndex;
     } ShaderLocationIndex;
-    
+
     #define SHADER_LOC_MAP_DIFFUSE      SHADER_LOC_MAP_ALBEDO
     #define SHADER_LOC_MAP_DIFFUSE      SHADER_LOC_MAP_ALBEDO
     #define SHADER_LOC_MAP_SPECULAR     SHADER_LOC_MAP_METALNESS
     #define SHADER_LOC_MAP_SPECULAR     SHADER_LOC_MAP_METALNESS
 
 
@@ -526,7 +526,7 @@ RLAPI void rlDisableStatePointer(int vertexAttribType);
 
 
 // Textures state
 // Textures state
 RLAPI void rlActiveTextureSlot(int slot);               // Select and active a texture slot
 RLAPI void rlActiveTextureSlot(int slot);               // Select and active a texture slot
-RLAPI void rlEnableTexture(unsigned int id);            // Enable texture 
+RLAPI void rlEnableTexture(unsigned int id);            // Enable texture
 RLAPI void rlDisableTexture(void);                      // Disable texture
 RLAPI void rlDisableTexture(void);                      // Disable texture
 RLAPI void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
 RLAPI void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
 RLAPI void rlDisableTextureCubemap(void);               // Disable texture cubemap
 RLAPI void rlDisableTextureCubemap(void);               // Disable texture cubemap
@@ -732,8 +732,8 @@ RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size);              // Gener
     #include <EGL/egl.h>                // EGL library
     #include <EGL/egl.h>                // EGL library
     #include <GLES2/gl2.h>              // OpenGL ES 2.0 library
     #include <GLES2/gl2.h>              // OpenGL ES 2.0 library
     #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
     #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
-    
-    // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi 
+
+    // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
     // provided headers (despite being defined in official Khronos GLES2 headers)
     // provided headers (despite being defined in official Khronos GLES2 headers)
     #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
     #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
     typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
     typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
@@ -853,7 +853,7 @@ typedef struct rlglData {
         unsigned int defaultFShaderId;      // Default fragment shader Id (used by default shader program)
         unsigned int defaultFShaderId;      // Default fragment shader Id (used by default shader program)
         Shader defaultShader;               // Basic shader, support vertex color and diffuse texture
         Shader defaultShader;               // Basic shader, support vertex color and diffuse texture
         Shader currentShader;               // Shader to be used on rendering (by default, defaultShader)
         Shader currentShader;               // Shader to be used on rendering (by default, defaultShader)
-        
+
         bool stereoRender;                  // Stereo rendering flag
         bool stereoRender;                  // Stereo rendering flag
         Matrix projectionStereo[2];         // VR stereo rendering eyes projection matrices
         Matrix projectionStereo[2];         // VR stereo rendering eyes projection matrices
         Matrix viewOffsetStereo[2];         // VR stereo rendering eyes view offset matrices
         Matrix viewOffsetStereo[2];         // VR stereo rendering eyes view offset matrices
@@ -1182,7 +1182,7 @@ void rlEnd(void)
 
 
     // Verify internal buffers limits
     // Verify internal buffers limits
     // NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
     // NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
-    if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= 
+    if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
         (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
         (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
     {
     {
         // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
         // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
@@ -1280,7 +1280,7 @@ void rlSetTexture(unsigned int id)
         rlDisableTexture();
         rlDisableTexture();
 #else
 #else
         // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
         // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
-        if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= 
+        if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
             RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
             RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
         {
         {
             rlDrawRenderBatch(RLGL.currentBatch);
             rlDrawRenderBatch(RLGL.currentBatch);
@@ -1332,7 +1332,7 @@ void rlActiveTextureSlot(int slot)
 #endif
 #endif
 }
 }
 
 
-// Enable texture 
+// Enable texture
 void rlEnableTexture(unsigned int id)
 void rlEnableTexture(unsigned int id)
 {
 {
 #if defined(GRAPHICS_API_OPENGL_11)
 #if defined(GRAPHICS_API_OPENGL_11)
@@ -1537,7 +1537,7 @@ bool rlIsStereoRenderEnabled(void)
     return RLGL.State.stereoRender;
     return RLGL.State.stereoRender;
 #else
 #else
     return false;
     return false;
-#endif 
+#endif
 }
 }
 
 
 // Clear color buffer with color
 // Clear color buffer with color
@@ -1567,7 +1567,7 @@ void rlCheckErrors()
     while (check)
     while (check)
     {
     {
         const GLenum err = glGetError();
         const GLenum err = glGetError();
-        switch (err) 
+        switch (err)
         {
         {
             case GL_NO_ERROR: check = 0; break;
             case GL_NO_ERROR: check = 0; break;
             case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
             case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
@@ -2032,7 +2032,7 @@ void rlSetShapesTexture(Texture2D texture, Rectangle source)
 RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
 RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
 {
 {
     RenderBatch batch = { 0 };
     RenderBatch batch = { 0 };
-    
+
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
     // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
     //--------------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------------
@@ -2389,7 +2389,7 @@ void rlSetRenderBatchActive(RenderBatch *batch)
 {
 {
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     rlDrawRenderBatch(RLGL.currentBatch);
     rlDrawRenderBatch(RLGL.currentBatch);
-    
+
     if (batch != NULL) RLGL.currentBatch = batch;
     if (batch != NULL) RLGL.currentBatch = batch;
     else RLGL.currentBatch = &RLGL.defaultBatch;
     else RLGL.currentBatch = &RLGL.defaultBatch;
 #endif
 #endif
@@ -2410,8 +2410,8 @@ bool rlCheckRenderBatchLimit(int vCount)
     bool overflow = false;
     bool overflow = false;
 
 
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= 
-        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) 
+    if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
+        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
     {
     {
         overflow = true;
         overflow = true;
         rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
         rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
@@ -3137,7 +3137,7 @@ bool rlEnableVertexArray(unsigned int vaoId)
 {
 {
     bool result = false;
     bool result = false;
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    if (RLGL.ExtSupported.vao) 
+    if (RLGL.ExtSupported.vao)
     {
     {
         glBindVertexArray(vaoId);
         glBindVertexArray(vaoId);
         result = true;
         result = true;
@@ -3262,7 +3262,7 @@ void rlUnloadVertexBuffer(unsigned int vboId)
 unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
 unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
 {
 {
     unsigned int id = 0;
     unsigned int id = 0;
-    
+
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
     unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
     unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
     unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
@@ -3437,7 +3437,7 @@ int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
     int location = -1;
     int location = -1;
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     location = glGetAttribLocation(shaderId, attribName);
     location = glGetAttribLocation(shaderId, attribName);
-    
+
     if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
     if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
     else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
     else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
 #endif
 #endif

+ 3 - 3
src/shapes.c

@@ -812,7 +812,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
     /*
     /*
     Quick sketch to make sense of all of this,
     Quick sketch to make sense of all of this,
     there are 9 parts to draw, also mark the 12 points we'll use
     there are 9 parts to draw, also mark the 12 points we'll use
-     
+
           P0____________________P1
           P0____________________P1
           /|                    |\
           /|                    |\
          /1|          2         |3\
          /1|          2         |3\
@@ -1037,7 +1037,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
     /*
     /*
     Quick sketch to make sense of all of this,
     Quick sketch to make sense of all of this,
     marks the 16 + 4(corner centers P16-19) points we'll use
     marks the 16 + 4(corner centers P16-19) points we'll use
-    
+
            P0 ================== P1
            P0 ================== P1
           // P8                P9 \\
           // P8                P9 \\
          //                        \\
          //                        \\
@@ -1555,7 +1555,7 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol
     float dxl = p2.x - p1.x;
     float dxl = p2.x - p1.x;
     float dyl = p2.y - p1.y;
     float dyl = p2.y - p1.y;
     float cross = dxc*dyl - dyc*dxl;
     float cross = dxc*dyl - dyc*dxl;
-    
+
     if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl))))
     if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl))))
     {
     {
         if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x));
         if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x));

+ 2 - 2
src/textures.c

@@ -3511,12 +3511,12 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
 }
 }
 
 
 // Draw textured polygon, defined by vertex and texturecoordinates
 // Draw textured polygon, defined by vertex and texturecoordinates
-// NOTE: Polygon center must have straight line path to all points 
+// NOTE: Polygon center must have straight line path to all points
 // without crossing perimeter, points must be in anticlockwise order
 // without crossing perimeter, points must be in anticlockwise order
 void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint)
 void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint)
 {
 {
     rlCheckRenderBatchLimit((pointsCount - 1)*4);
     rlCheckRenderBatchLimit((pointsCount - 1)*4);
-    
+
     rlSetTexture(texture.id);
     rlSetTexture(texture.id);
 
 
     // Texturing is only supported on QUADs
     // Texturing is only supported on QUADs

+ 5 - 5
src/utils.c

@@ -189,7 +189,7 @@ unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead)
 
 
     if (fileName != NULL)
     if (fileName != NULL)
     {
     {
-        if (loadFileData) 
+        if (loadFileData)
         {
         {
             data = loadFileData(fileName, bytesRead);
             data = loadFileData(fileName, bytesRead);
             return data;
             return data;
@@ -243,7 +243,7 @@ bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite)
 
 
     if (fileName != NULL)
     if (fileName != NULL)
     {
     {
-        if (saveFileData) 
+        if (saveFileData)
         {
         {
             saveFileData(fileName, data, bytesToWrite);
             saveFileData(fileName, data, bytesToWrite);
             return success;
             return success;
@@ -265,7 +265,7 @@ bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite)
         else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open file", fileName);
         else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open file", fileName);
 #else
 #else
     TRACELOG(LOG_WARNING, "FILEIO: Standard file io not supported, use custom file callback");
     TRACELOG(LOG_WARNING, "FILEIO: Standard file io not supported, use custom file callback");
-#endif  
+#endif
     }
     }
     else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid");
     else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid");
 
 
@@ -280,7 +280,7 @@ char *LoadFileText(const char *fileName)
 
 
     if (fileName != NULL)
     if (fileName != NULL)
     {
     {
-        if (loadFileText) 
+        if (loadFileText)
         {
         {
             text = loadFileText(fileName);
             text = loadFileText(fileName);
             return text;
             return text;
@@ -338,7 +338,7 @@ bool SaveFileText(const char *fileName, char *text)
 
 
     if (fileName != NULL)
     if (fileName != NULL)
     {
     {
-        if (saveFileText) 
+        if (saveFileText)
         {
         {
             saveFileText(fileName, text);
             saveFileText(fileName, text);
             return success;
             return success;