Browse Source

Remove trailing spaces

raysan5 3 years ago
parent
commit
cf12992b6a

+ 22 - 22
examples/core/core_basic_screen_manager.c

@@ -38,15 +38,15 @@ int main(void)
 
 
     SetTargetFPS(60);               // Set desired framerate (frames-per-second)
     SetTargetFPS(60);               // Set desired framerate (frames-per-second)
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // Main game loop
     // Main game loop
     while (!WindowShouldClose())    // Detect window close button or ESC key
     while (!WindowShouldClose())    // Detect window close button or ESC key
     {
     {
         // Update
         // Update
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        switch(currentScreen) 
+        switch(currentScreen)
         {
         {
-            case LOGO: 
+            case LOGO:
             {
             {
                 // TODO: Update LOGO screen variables here!
                 // TODO: Update LOGO screen variables here!
 
 
@@ -58,7 +58,7 @@ int main(void)
                     currentScreen = TITLE;
                     currentScreen = TITLE;
                 }
                 }
             } break;
             } break;
-            case TITLE: 
+            case TITLE:
             {
             {
                 // TODO: Update TITLE screen variables here!
                 // TODO: Update TITLE screen variables here!
 
 
@@ -69,16 +69,16 @@ int main(void)
                 }
                 }
             } break;
             } break;
             case GAMEPLAY:
             case GAMEPLAY:
-            { 
+            {
                 // TODO: Update GAMEPLAY screen variables here!
                 // TODO: Update GAMEPLAY screen variables here!
 
 
                 // Press enter to change to ENDING screen
                 // Press enter to change to ENDING screen
                 if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
                 if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
                 {
                 {
                     currentScreen = ENDING;
                     currentScreen = ENDING;
-                } 
+                }
             } break;
             } break;
-            case ENDING: 
+            case ENDING:
             {
             {
                 // TODO: Update ENDING screen variables here!
                 // TODO: Update ENDING screen variables here!
 
 
@@ -86,63 +86,63 @@ int main(void)
                 if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
                 if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
                 {
                 {
                     currentScreen = TITLE;
                     currentScreen = TITLE;
-                }  
+                }
             } break;
             } break;
             default: break;
             default: break;
         }
         }
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         // Draw
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginDrawing();
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
-            switch(currentScreen) 
+
+            switch(currentScreen)
             {
             {
-                case LOGO: 
+                case LOGO:
                 {
                 {
                     // TODO: Draw LOGO screen here!
                     // TODO: Draw LOGO screen here!
                     DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
                     DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
                     DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
                     DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
-                    
+
                 } break;
                 } break;
-                case TITLE: 
+                case TITLE:
                 {
                 {
                     // TODO: Draw TITLE screen here!
                     // TODO: Draw TITLE screen here!
                     DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
                     DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
                     DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
                     DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
                     DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
                     DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
-                    
+
                 } break;
                 } break;
                 case GAMEPLAY:
                 case GAMEPLAY:
-                { 
+                {
                     // TODO: Draw GAMEPLAY screen here!
                     // TODO: Draw GAMEPLAY screen here!
                     DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
                     DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
                     DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
                     DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
                     DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
                     DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
 
 
                 } break;
                 } break;
-                case ENDING: 
+                case ENDING:
                 {
                 {
                     // TODO: Draw ENDING screen here!
                     // TODO: Draw ENDING screen here!
                     DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
                     DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
                     DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
                     DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
                     DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
                     DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
-                    
+
                 } break;
                 } break;
                 default: break;
                 default: break;
             }
             }
-        
+
         EndDrawing();
         EndDrawing();
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
     }
     }
 
 
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
-    
+
     // TODO: Unload all loaded data (textures, fonts, audio) here!
     // TODO: Unload all loaded data (textures, fonts, audio) here!
-    
+
     CloseWindow();        // Close window and OpenGL context
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 5 - 5
examples/core/core_quat_conversion.c

@@ -39,13 +39,13 @@ int main(void)
 
 
     // Generic quaternion for operations
     // Generic quaternion for operations
     Quaternion q1 = { 0 };
     Quaternion q1 = { 0 };
-    
+
     // Transform matrices required to draw 4 cylinders
     // Transform matrices required to draw 4 cylinders
     Matrix m1 = { 0 };
     Matrix m1 = { 0 };
     Matrix m2 = { 0 };
     Matrix m2 = { 0 };
     Matrix m3 = { 0 };
     Matrix m3 = { 0 };
     Matrix m4 = { 0 };
     Matrix m4 = { 0 };
-    
+
     // Generic vectors for rotations
     // Generic vectors for rotations
     Vector3 v1 = { 0 };
     Vector3 v1 = { 0 };
     Vector3 v2 = { 0 };
     Vector3 v2 = { 0 };
@@ -95,13 +95,13 @@ int main(void)
 
 
                 model.transform = m1;
                 model.transform = m1;
                 DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
                 DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
-                
+
                 model.transform = m2;
                 model.transform = m2;
                 DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
                 DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
-                
+
                 model.transform = m3;
                 model.transform = m3;
                 DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
                 DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
-                
+
                 model.transform = m4;
                 model.transform = m4;
                 DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
                 DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
 
 

+ 3 - 3
examples/core/core_smooth_pixelperfect.c

@@ -84,14 +84,14 @@ int main(void)
         //----------------------------------------------------------------------------------
         //----------------------------------------------------------------------------------
         BeginTextureMode(target);
         BeginTextureMode(target);
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             BeginMode2D(worldSpaceCamera);
             BeginMode2D(worldSpaceCamera);
                 DrawRectanglePro(rec01, origin, rotation, BLACK);
                 DrawRectanglePro(rec01, origin, rotation, BLACK);
                 DrawRectanglePro(rec02, origin, -rotation, RED);
                 DrawRectanglePro(rec02, origin, -rotation, RED);
                 DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
                 DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
             EndMode2D();
             EndMode2D();
         EndTextureMode();
         EndTextureMode();
-            
+
         BeginDrawing();
         BeginDrawing();
             ClearBackground(RED);
             ClearBackground(RED);
 
 
@@ -109,7 +109,7 @@ int main(void)
     // De-Initialization
     // De-Initialization
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
     UnloadRenderTexture(target);    // Unload render texture
     UnloadRenderTexture(target);    // Unload render texture
-    
+
     CloseWindow();                  // Close window and OpenGL context
     CloseWindow();                  // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 4 - 4
examples/core/core_split_screen.c

@@ -22,7 +22,7 @@ void DrawScene(void)
 {
 {
     int count = 5;
     int count = 5;
     float spacing = 4;
     float spacing = 4;
-    
+
     // Grid of cube trees on a plane to make a "world"
     // Grid of cube trees on a plane to make a "world"
     DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
     DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
 
 
@@ -73,10 +73,10 @@ int main(void)
     cameraPlayer2.position.y = 3.0f;
     cameraPlayer2.position.y = 3.0f;
 
 
     RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
     RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
-   
+
     // Build a flipped rectangle the size of the split view to use for drawing later
     // Build a flipped rectangle the size of the split view to use for drawing later
     Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
     Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
-    
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 
@@ -147,7 +147,7 @@ int main(void)
     UnloadRenderTexture(screenPlayer1); // Unload render texture
     UnloadRenderTexture(screenPlayer1); // Unload render texture
     UnloadRenderTexture(screenPlayer2); // Unload render texture
     UnloadRenderTexture(screenPlayer2); // Unload render texture
     UnloadTexture(textureGrid);         // Unload texture
     UnloadTexture(textureGrid);         // Unload texture
-    
+
     CloseWindow();                      // Close window and OpenGL context
     CloseWindow();                      // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
     //--------------------------------------------------------------------------------------
 
 

+ 1 - 1
examples/models/models_animation.c

@@ -46,7 +46,7 @@ int main(void)
     Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
     Vector3 position = { 0.0f, 0.0f, 0.0f };            // Set model position
 
 
     // Load animation data
     // Load animation data
-    int animsCount = 0;
+    unsigned int animsCount = 0;
     ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
     ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
     int animFrameCounter = 0;
     int animFrameCounter = 0;
 
 

+ 7 - 7
examples/models/models_loading_vox.c

@@ -23,7 +23,7 @@ int main(void)
 	//--------------------------------------------------------------------------------------
 	//--------------------------------------------------------------------------------------
 	const int screenWidth = 800;
 	const int screenWidth = 800;
 	const int screenHeight = 450;
 	const int screenHeight = 450;
-    
+
     const char *voxFileNames[] = {
     const char *voxFileNames[] = {
         "resources/models/vox/chr_knight.vox",
         "resources/models/vox/chr_knight.vox",
         "resources/models/vox/chr_sword.vox",
         "resources/models/vox/chr_sword.vox",
@@ -31,7 +31,7 @@ int main(void)
     };
     };
 
 
 	InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
 	InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
-    
+
     // Define the camera to look into our 3d world
     // Define the camera to look into our 3d world
     Camera camera = { 0 };
     Camera camera = { 0 };
     camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
     camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
@@ -52,7 +52,7 @@ int main(void)
 		
 		
         TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
         TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
 
 
-		// Compute model translation matrix to center model on draw position (0, 0 , 0) 
+		// Compute model translation matrix to center model on draw position (0, 0 , 0)
 		BoundingBox bb = GetModelBoundingBox(models[i]);
 		BoundingBox bb = GetModelBoundingBox(models[i]);
 		Vector3 center = { 0 };
 		Vector3 center = { 0 };
 		center.x = bb.min.x  + (((bb.max.x - bb.min.x)/2));
 		center.x = bb.min.x  + (((bb.max.x - bb.min.x)/2));
@@ -68,7 +68,7 @@ int main(void)
 
 
 	SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 	SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 	//--------------------------------------------------------------------------------------
 	//--------------------------------------------------------------------------------------
-    
+
 	// Main game loop
 	// Main game loop
 	while (!WindowShouldClose())    // Detect window close button or ESC key
 	while (!WindowShouldClose())    // Detect window close button or ESC key
 	{
 	{
@@ -77,7 +77,7 @@ int main(void)
 		UpdateCamera(&camera);      // Update our camera to orbit
 		UpdateCamera(&camera);      // Update our camera to orbit
 
 
         // Cycle between models on mouse click
         // Cycle between models on mouse click
-		if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES; 
+		if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
 
 
         // Cycle between models on key pressed
         // Cycle between models on key pressed
 		if (IsKeyPressed(KEY_RIGHT))
 		if (IsKeyPressed(KEY_RIGHT))
@@ -91,13 +91,13 @@ int main(void)
 			if (currentModel < 0) currentModel = MAX_VOX_FILES - 1;
 			if (currentModel < 0) currentModel = MAX_VOX_FILES - 1;
 		}
 		}
 		//----------------------------------------------------------------------------------
 		//----------------------------------------------------------------------------------
-        
+
 		// Draw
 		// Draw
 		//----------------------------------------------------------------------------------
 		//----------------------------------------------------------------------------------
 		BeginDrawing();
 		BeginDrawing();
 
 
             ClearBackground(RAYWHITE);
             ClearBackground(RAYWHITE);
-            
+
             // Draw 3D model
             // Draw 3D model
             BeginMode3D(camera);
             BeginMode3D(camera);
 
 

+ 3 - 3
src/rlgl.h

@@ -938,7 +938,7 @@ typedef struct rlglData {
         bool texCompASTC;                   // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
         bool texCompASTC;                   // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
         bool texMirrorClamp;                // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
         bool texMirrorClamp;                // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
         bool texAnisoFilter;                // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
         bool texAnisoFilter;                // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
-        bool computeShader;                 // Compute shaders support (GL_ARB_compute_shader)    
+        bool computeShader;                 // Compute shaders support (GL_ARB_compute_shader)
         bool ssbo;                          // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
         bool ssbo;                          // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
 
 
         float maxAnisotropyLevel;           // Maximum anisotropy level supported (minimum is 2.0f)
         float maxAnisotropyLevel;           // Maximum anisotropy level supported (minimum is 2.0f)
@@ -1918,9 +1918,9 @@ void rlLoadExtensions(void *loader)
     RLGL.ExtSupported.maxDepthBits = 32;
     RLGL.ExtSupported.maxDepthBits = 32;
     RLGL.ExtSupported.texAnisoFilter = true;
     RLGL.ExtSupported.texAnisoFilter = true;
     RLGL.ExtSupported.texMirrorClamp = true;
     RLGL.ExtSupported.texMirrorClamp = true;
-    #if defined(GRAPHICS_API_OPENGL_43) 
+    #if defined(GRAPHICS_API_OPENGL_43)
     if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true;
     if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true;
-    if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;  
+    if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
     #endif
     #endif
     #if !defined(__APPLE__)
     #if !defined(__APPLE__)
     // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
     // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans

+ 15 - 15
src/rmodels.c

@@ -4511,23 +4511,23 @@ char *EncodeBase64(const unsigned char *data, int inputLength, int *outputLength
         'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
         'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
         'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
         'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
     };
     };
-    
+
     static const int modTable[] = { 0, 2, 1 };
     static const int modTable[] = { 0, 2, 1 };
-    
+
     *outputLength = 4*((inputLength + 2)/3);
     *outputLength = 4*((inputLength + 2)/3);
- 
+
     char *encodedData = RL_MALLOC(*outputLength);
     char *encodedData = RL_MALLOC(*outputLength);
-    
+
     if (encodedData == NULL) return NULL;
     if (encodedData == NULL) return NULL;
- 
+
     for (int i = 0, j = 0; i < inputLength;)
     for (int i = 0, j = 0; i < inputLength;)
     {
     {
         unsigned int octetA = (i < inputLength)? (unsigned char)data[i++] : 0;
         unsigned int octetA = (i < inputLength)? (unsigned char)data[i++] : 0;
         unsigned int octetB = (i < inputLength)? (unsigned char)data[i++] : 0;
         unsigned int octetB = (i < inputLength)? (unsigned char)data[i++] : 0;
         unsigned int octetC = (i < inputLength)? (unsigned char)data[i++] : 0;
         unsigned int octetC = (i < inputLength)? (unsigned char)data[i++] : 0;
- 
+
         unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
         unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
- 
+
         encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
         encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
         encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
         encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
         encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
         encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
@@ -4535,7 +4535,7 @@ char *EncodeBase64(const unsigned char *data, int inputLength, int *outputLength
     }
     }
 
 
     for (int i = 0; i < modTable[inputLength%3]; i++) encodedData[*outputLength - 1 - i] = '=';
     for (int i = 0; i < modTable[inputLength%3]; i++) encodedData[*outputLength - 1 - i] = '=';
- 
+
     return encodedData;
     return encodedData;
 }
 }
 
 
@@ -4544,11 +4544,11 @@ static unsigned char *DecodeBase64(char *data, int *outputLength)
 {
 {
     static const unsigned char base64decodeTable[] = {
     static const unsigned char base64decodeTable[] = {
         0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
         0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
-        0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 
-        11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 
+        0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
+        11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
         37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
         37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
     };
     };
-    
+
     // Get output size of Base64 input data
     // Get output size of Base64 input data
     int outLength = 0;
     int outLength = 0;
     for (int i = 0; data[4*i] != 0; i++)
     for (int i = 0; data[4*i] != 0; i++)
@@ -4625,7 +4625,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co
 
 
                 int size = 0;
                 int size = 0;
                 unsigned char *data = DecodeBase64(image->uri + i + 1, &size);  // TODO: Use cgltf_load_buffer_base64()
                 unsigned char *data = DecodeBase64(image->uri + i + 1, &size);  // TODO: Use cgltf_load_buffer_base64()
-                
+
                 rimage = LoadImageFromMemory(".png", data, size);
                 rimage = LoadImageFromMemory(".png", data, size);
                 RL_FREE(data);
                 RL_FREE(data);
 
 
@@ -5596,7 +5596,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
             {
             {
                 cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
                 cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
                 outModel->meshes[(*primitiveIndex)].vertexCount = (int)acc->count;
                 outModel->meshes[(*primitiveIndex)].vertexCount = (int)acc->count;
-                
+
                 int bufferSize = outModel->meshes[(*primitiveIndex)].vertexCount*3*sizeof(float);
                 int bufferSize = outModel->meshes[(*primitiveIndex)].vertexCount*3*sizeof(float);
                 outModel->meshes[(*primitiveIndex)].animVertices = RL_MALLOC(bufferSize);
                 outModel->meshes[(*primitiveIndex)].animVertices = RL_MALLOC(bufferSize);
 
 
@@ -5657,7 +5657,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
                 unsigned int totalBoneWeights = boneCount*4;
                 unsigned int totalBoneWeights = boneCount*4;
                 outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int));
                 outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int));
                 short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false);
                 short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false);
-                
+
                 // Find skin joint
                 // Find skin joint
                 for (unsigned int a = 0; a < totalBoneWeights; a++)
                 for (unsigned int a = 0; a < totalBoneWeights; a++)
                 {
                 {
@@ -5667,7 +5667,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
                     unsigned int skinJointId = skinJoint - data->nodes;
                     unsigned int skinJointId = skinJoint - data->nodes;
                     outModel->meshes[(*primitiveIndex)].boneIds[a] = skinJointId;
                     outModel->meshes[(*primitiveIndex)].boneIds[a] = skinJointId;
                 }
                 }
-                
+
                 RL_FREE(bones);
                 RL_FREE(bones);
             }
             }
             else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights)
             else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights)