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Some minor tweaks

Ray 11 月之前
父节点
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e5d0cc978a
共有 3 个文件被更改,包括 5 次插入2 次删除
  1. 1 1
      src/platforms/rcore_desktop_rgfw.c
  2. 3 0
      src/rlgl.h
  3. 1 1
      src/rmodels.c

+ 1 - 1
src/platforms/rcore_desktop_rgfw.c

@@ -940,7 +940,7 @@ void PollInputEvents(void)
                 SetupViewport(platform.window->r.w, platform.window->r.h);
                 CORE.Window.screen.width = platform.window->r.w;
                 CORE.Window.screen.height =  platform.window->r.h;
-                CORE.Window.currentFbo.width = platform.window->r.w;;
+                CORE.Window.currentFbo.width = platform.window->r.w;
                 CORE.Window.currentFbo.height = platform.window->r.h;
                 CORE.Window.resizedLastFrame = true;
             } break;

+ 3 - 0
src/rlgl.h

@@ -350,6 +350,9 @@
 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
 #endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
+    #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES   6
+#endif
 
 //----------------------------------------------------------------------------------
 // Types and Structures Definition

+ 1 - 1
src/rmodels.c

@@ -4377,7 +4377,7 @@ static Model LoadOBJ(const char *fileName)
         }
         // if this is a new material, we need to allocate a new mesh
         if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
-        lastMaterial = objAttributes.material_ids[faceId];;
+        lastMaterial = objAttributes.material_ids[faceId];
 
         if (newMesh)
         {