Ray 1 рік тому
батько
коміт
be8eea9eda
5 змінених файлів з 9 додано та 11 видалено
  1. 2 2
      parser/raylib_parser.c
  2. 1 3
      src/config.h
  3. 1 1
      src/raylib.h
  4. 1 1
      src/rlgl.h
  5. 4 4
      src/rmodels.c

+ 2 - 2
parser/raylib_parser.c

@@ -447,11 +447,11 @@ int main(int argc, char* argv[])
             {
                 if (isFloat)
                 {
-                    defines[defineIndex].type = linePtr[j-1] == 'f' ? FLOAT : DOUBLE;
+                    defines[defineIndex].type = (linePtr[j-1] == 'f')? FLOAT : DOUBLE;
                 }
                 else
                 {
-                    defines[defineIndex].type = linePtr[j-1] == 'L' ? LONG : INT;
+                    defines[defineIndex].type = (linePtr[j-1] == 'L')? LONG : INT;
                     defines[defineIndex].isHex = isHex;
                 }
             }

+ 1 - 3
src/config.h

@@ -55,9 +55,7 @@
 // Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used
 //#define SUPPORT_BUSY_WAIT_LOOP          1
 // Use a partial-busy wait loop, in this case frame sleeps for most of the time, but then runs a busy loop at the end for accuracy
-#define SUPPORT_PARTIALBUSY_WAIT_LOOP
-// Wait for events passively (sleeping while no events) instead of polling them actively every frame
-//#define SUPPORT_EVENTS_WAITING          1
+#define SUPPORT_PARTIALBUSY_WAIT_LOOP    1
 // Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
 #define SUPPORT_SCREEN_CAPTURE          1
 // Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()

+ 1 - 1
src/raylib.h

@@ -938,8 +938,8 @@ extern "C" {            // Prevents name mangling of functions
 
 // Window-related functions
 RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
-RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void);                               // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
 RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
 RLAPI bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
 RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden (only PLATFORM_DESKTOP)

+ 1 - 1
src/rlgl.h

@@ -4248,7 +4248,7 @@ void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool re
     unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
 
     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
-    glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
+    glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
 #endif
 }
 

+ 4 - 4
src/rmodels.c

@@ -1202,7 +1202,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
     // NOTE: Vertex attributes must be uploaded considering default locations points and available vertex data
 
     // Enable vertex attributes: position (shader-location = 0)
-    void *vertices = mesh->animVertices != NULL ? mesh->animVertices : mesh->vertices;
+    void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices;
     mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
     rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
     rlEnableVertexAttribute(0);
@@ -1218,7 +1218,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
     if (mesh->normals != NULL)
     {
         // Enable vertex attributes: normals (shader-location = 2)
-        void *normals = mesh->animNormals != NULL ? mesh->animNormals : mesh->normals;
+        void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals;
         mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
         rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0);
         rlEnableVertexAttribute(2);
@@ -5585,7 +5585,7 @@ static Model LoadM3D(const char *fileName)
 
         if (!m3d || M3D_ERR_ISFATAL(m3d->errcode))
         {
-            TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d ? m3d->errcode : -2);
+            TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d? m3d->errcode : -2);
             if (m3d) m3d_free(m3d);
             UnloadFileData(fileData);
             return model;
@@ -5910,7 +5910,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou
 
         if (!m3d || M3D_ERR_ISFATAL(m3d->errcode))
         {
-            TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d ? m3d->errcode : -2);
+            TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load M3D data, error code %d", fileName, m3d? m3d->errcode : -2);
             UnloadFileData(fileData);
             return NULL;
         }