Browse Source

EXAMPLES: Format tweaks

Ray 4 months ago
parent
commit
f0889a74fe
91 changed files with 409 additions and 397 deletions
  1. 1 1
      examples/audio/audio_mixed_processor.c
  2. 1 1
      examples/audio/audio_music_stream.c
  3. 12 12
      examples/audio/audio_sound_positioning.c
  4. 3 3
      examples/audio/audio_stream_effects.c
  5. 8 8
      examples/core/core_2d_camera_mouse_zoom.c
  6. 1 1
      examples/core/core_2d_camera_platformer.c
  7. 12 12
      examples/core/core_2d_camera_split_screen.c
  8. 1 1
      examples/core/core_3d_camera_first_person.c
  9. 13 13
      examples/core/core_3d_camera_split_screen.c
  10. 14 14
      examples/core/core_automation_events.c
  11. 13 13
      examples/core/core_custom_frame_control.c
  12. 56 45
      examples/core/core_high_dpi.c
  13. 1 1
      examples/core/core_input_mouse.c
  14. 1 1
      examples/core/core_input_multitouch.c
  15. 1 1
      examples/core/core_input_virtual_controls.c
  16. 1 1
      examples/core/core_loading_thread.c
  17. 13 13
      examples/core/core_random_sequence.c
  18. 2 2
      examples/core/core_random_values.c
  19. 1 1
      examples/core/core_smooth_pixelperfect.c
  20. 1 1
      examples/core/core_vr_simulator.c
  21. 1 1
      examples/core/core_window_letterbox.c
  22. 4 4
      examples/core/core_window_should_close.c
  23. 1 1
      examples/core/core_world_screen.c
  24. 2 2
      examples/models/models_animation.c
  25. 3 3
      examples/models/models_billboard.c
  26. 10 10
      examples/models/models_bone_socket.c
  27. 4 4
      examples/models/models_draw_cube_texture.c
  28. 9 9
      examples/models/models_gpu_skinning.c
  29. 1 1
      examples/models/models_loading_gltf.c
  30. 1 1
      examples/models/models_mesh_generation.c
  31. 2 2
      examples/models/models_mesh_picking.c
  32. 13 13
      examples/models/models_point_rendering.c
  33. 5 5
      examples/models/models_skybox.c
  34. 10 10
      examples/models/models_tesseract_view.c
  35. 1 1
      examples/models/models_waving_cubes.c
  36. 13 13
      examples/others/raylib_opengl_interop.c
  37. 9 9
      examples/others/raymath_vector_angle.c
  38. 1 1
      examples/others/rlgl_standalone.c
  39. 4 4
      examples/shaders/shaders_basic_lighting.c
  40. 23 23
      examples/shaders/shaders_basic_pbr.c
  41. 1 1
      examples/shaders/shaders_custom_uniform.c
  42. 13 13
      examples/shaders/shaders_deferred_render.c
  43. 2 2
      examples/shaders/shaders_eratosthenes.c
  44. 1 1
      examples/shaders/shaders_hot_reloading.c
  45. 9 9
      examples/shaders/shaders_hybrid_render.c
  46. 1 1
      examples/shaders/shaders_julia_set.c
  47. 3 3
      examples/shaders/shaders_lightmap.c
  48. 1 1
      examples/shaders/shaders_mesh_instancing.c
  49. 3 3
      examples/shaders/shaders_multi_sample2d.c
  50. 1 1
      examples/shaders/shaders_postprocessing.c
  51. 1 1
      examples/shaders/shaders_shadowmap.c
  52. 1 1
      examples/shaders/shaders_simple_mask.c
  53. 2 2
      examples/shaders/shaders_texture_outline.c
  54. 5 5
      examples/shaders/shaders_texture_tiling.c
  55. 2 2
      examples/shaders/shaders_vertex_displacement.c
  56. 3 3
      examples/shaders/shaders_view_depth.c
  57. 5 5
      examples/shaders/shaders_write_depth.c
  58. 1 1
      examples/shapes/shapes_lines_bezier.c
  59. 1 1
      examples/shapes/shapes_logo_raylib.c
  60. 7 7
      examples/shapes/shapes_rectangle_advanced.c
  61. 1 1
      examples/shapes/shapes_rectangle_scaling.c
  62. 20 20
      examples/shapes/shapes_splines_drawing.c
  63. 8 8
      examples/shapes/shapes_top_down_lights.c
  64. 1 1
      examples/text/text_codepoints_loading.c
  65. 4 4
      examples/text/text_draw_3d.c
  66. 2 2
      examples/text/text_font_filters.c
  67. 1 1
      examples/text/text_font_sdf.c
  68. 1 1
      examples/text/text_font_spritefont.c
  69. 1 1
      examples/text/text_format_text.c
  70. 1 1
      examples/text/text_input_box.c
  71. 1 1
      examples/text/text_rectangle_bounds.c
  72. 2 2
      examples/text/text_unicode.c
  73. 1 1
      examples/text/text_writing_anim.c
  74. 1 1
      examples/textures/textures_background_scrolling.c
  75. 1 1
      examples/textures/textures_bunnymark.c
  76. 2 2
      examples/textures/textures_draw_tiled.c
  77. 1 1
      examples/textures/textures_fog_of_war.c
  78. 3 2
      examples/textures/textures_image_channel.c
  79. 1 1
      examples/textures/textures_image_drawing.c
  80. 1 1
      examples/textures/textures_image_generation.c
  81. 1 1
      examples/textures/textures_image_loading.c
  82. 2 2
      examples/textures/textures_image_rotate.c
  83. 1 1
      examples/textures/textures_image_text.c
  84. 1 1
      examples/textures/textures_logo_raylib.c
  85. 1 1
      examples/textures/textures_mouse_painting.c
  86. 4 4
      examples/textures/textures_polygon.c
  87. 1 1
      examples/textures/textures_raw_data.c
  88. 1 1
      examples/textures/textures_sprite_anim.c
  89. 1 1
      examples/textures/textures_srcrec_dstrec.c
  90. 5 5
      examples/textures/textures_textured_curve.c
  91. 1 1
      examples/textures/textures_to_image.c

+ 1 - 1
examples/audio/audio_mixed_processor.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [audio] example - Mixed audio processing
+*   raylib [audio] example - mixed audio processing
 *
 *   Example complexity rating: [★★★★] 4/4
 *

+ 1 - 1
examples/audio/audio_music_stream.c

@@ -45,7 +45,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         UpdateMusicStream(music);   // Update music buffer with new stream data
-        
+
         // Restart music playing (stop and play)
         if (IsKeyPressed(KEY_SPACE))
         {

+ 12 - 12
examples/audio/audio_sound_positioning.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [audio] example - Playing spatialized 3D sound
+*   raylib [audio] example - spatialized 3D sound
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -31,9 +31,9 @@ int main(void)
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
-    
-    InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
-    
+
+    InitWindow(screenWidth, screenHeight, "raylib [audio] example - spatialized 3D sound");
+
     InitAudioDevice();
 
     Sound sound = LoadSound("resources/coin.wav");
@@ -45,9 +45,9 @@ int main(void)
         .fovy = 60,
         .projection = CAMERA_PERSPECTIVE
     };
-    
+
     DisableCursor();
-    
+
     SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
@@ -89,7 +89,7 @@ int main(void)
     //--------------------------------------------------------------------------------------
     UnloadSound(sound);
     CloseAudioDevice();     // Close audio device
-    
+
     CloseWindow();          // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 }
@@ -100,23 +100,23 @@ static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, flo
     // Calculate direction vector and distance between listener and sound source
     Vector3 direction = Vector3Subtract(position, listener.position);
     float distance = Vector3Length(direction);
-    
+
     // Apply logarithmic distance attenuation and clamp between 0-1
     float attenuation = 1.0f/(1.0f + (distance/maxDist));
     attenuation = Clamp(attenuation, 0.0f, 1.0f);
-    
+
     // Calculate normalized vectors for spatial positioning
     Vector3 normalizedDirection = Vector3Normalize(direction);
     Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
     Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
-    
+
     // Reduce volume for sounds behind the listener
     float dotProduct = Vector3DotProduct(forward, normalizedDirection);
     if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
-    
+
     // Set stereo panning based on sound position relative to listener
     float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
-    
+
     // Apply final sound properties
     SetSoundVolume(sound, attenuation);
     SetSoundPan(sound, pan);

+ 3 - 3
examples/audio/audio_stream_effects.c

@@ -53,7 +53,7 @@ int main(void)
 
     float timePlayed = 0.0f;        // Time played normalized [0.0f..1.0f]
     bool pause = false;             // Music playing paused
-    
+
     bool enableEffectLPF = false;   // Enable effect low-pass-filter
     bool enableEffectDelay = false; // Enable effect delay (1 second)
 
@@ -98,7 +98,7 @@ int main(void)
             if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
             else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
         }
-        
+
         // Get normalized time played for current music stream
         timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
 
@@ -119,7 +119,7 @@ int main(void)
 
             DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
             DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
-            
+
             DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
             DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
 

+ 8 - 8
examples/core/core_2d_camera_mouse_zoom.c

@@ -47,7 +47,7 @@ int main ()
         //----------------------------------------------------------------------------------
         if (IsKeyPressed(KEY_ONE)) zoomMode = 0;
         else if (IsKeyPressed(KEY_TWO)) zoomMode = 1;
-        
+
         // Translate based on mouse right click
         if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
         {
@@ -68,7 +68,7 @@ int main ()
                 // Set the offset to where the mouse is
                 camera.offset = GetMousePosition();
 
-                // Set the target to match, so that the camera maps the world space point 
+                // Set the target to match, so that the camera maps the world space point
                 // under the cursor to the screen space point under the cursor at any zoom
                 camera.target = mouseWorldPos;
 
@@ -89,7 +89,7 @@ int main ()
                 // Set the offset to where the mouse is
                 camera.offset = GetMousePosition();
 
-                // Set the target to match, so that the camera maps the world space point 
+                // Set the target to match, so that the camera maps the world space point
                 // under the cursor to the screen space point under the cursor at any zoom
                 camera.target = mouseWorldPos;
             }
@@ -111,7 +111,7 @@ int main ()
 
             BeginMode2D(camera);
 
-                // Draw the 3d grid, rotated 90 degrees and centered around 0,0 
+                // Draw the 3d grid, rotated 90 degrees and centered around 0,0
                 // just so we have something in the XY plane
                 rlPushMatrix();
                     rlTranslatef(0, 25*50, 0);
@@ -121,19 +121,19 @@ int main ()
 
                 // Draw a reference circle
                 DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON);
-                
+
             EndMode2D();
-            
+
             // Draw mouse reference
             //Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
             DrawCircleV(GetMousePosition(), 4, DARKGRAY);
-            DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()), 
+            DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()),
                 Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK);
 
             DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY);
             if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY);
             else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY);
-        
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }

+ 1 - 1
examples/core/core_2d_camera_platformer.c

@@ -137,7 +137,7 @@ int main(void)
 
                 Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
                 DrawRectangleRec(playerRect, RED);
-                
+
                 DrawCircleV(player.position, 5.0f, GOLD);
 
             EndMode2D();

+ 12 - 12
examples/core/core_2d_camera_split_screen.c

@@ -4,7 +4,7 @@
 *
 *   Example complexity rating: [★★★★] 4/4
 *
-*   Addapted from the core_3d_camera_split_screen example: 
+*   Addapted from the core_3d_camera_split_screen example:
 *       https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
 *
 *   Example originally created with raylib 4.5, last time updated with raylib 4.5
@@ -81,9 +81,9 @@ int main(void)
         //----------------------------------------------------------------------------------
         BeginTextureMode(screenCamera1);
             ClearBackground(RAYWHITE);
-            
+
             BeginMode2D(camera1);
-            
+
                 // Draw full scene with first camera
                 for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
                 {
@@ -106,17 +106,17 @@ int main(void)
                 DrawRectangleRec(player1, RED);
                 DrawRectangleRec(player2, BLUE);
             EndMode2D();
-            
+
             DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
             DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
-            
+
         EndTextureMode();
 
         BeginTextureMode(screenCamera2);
             ClearBackground(RAYWHITE);
-            
+
             BeginMode2D(camera2);
-            
+
                 // Draw full scene with second camera
                 for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
                 {
@@ -138,21 +138,21 @@ int main(void)
 
                 DrawRectangleRec(player1, RED);
                 DrawRectangleRec(player2, BLUE);
-                
+
             EndMode2D();
-            
+
             DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
             DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
-            
+
         EndTextureMode();
 
         // Draw both views render textures to the screen side by side
         BeginDrawing();
             ClearBackground(BLACK);
-            
+
             DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
             DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
-            
+
             DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
         EndDrawing();
     }

+ 1 - 1
examples/core/core_3d_camera_first_person.c

@@ -127,7 +127,7 @@ int main(void)
         UpdateCameraPro(&camera,
             (Vector3){
                 (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f -      // Move forward-backward
-                (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,    
+                (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
                 (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f -   // Move right-left
                 (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
                 0.0f                                                // Move up-down

+ 13 - 13
examples/core/core_3d_camera_split_screen.c

@@ -51,7 +51,7 @@ int main(void)
 
     // 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 };
-    
+
     // Grid data
     int count = 5;
     float spacing = 4;
@@ -98,9 +98,9 @@ int main(void)
         // Draw Player1 view to the render texture
         BeginTextureMode(screenPlayer1);
             ClearBackground(SKYBLUE);
-            
+
             BeginMode3D(cameraPlayer1);
-            
+
                 // Draw scene: grid of cube trees on a plane to make a "world"
                 DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
 
@@ -116,20 +116,20 @@ int main(void)
                 // Draw a cube at each player's position
                 DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
                 DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
-                
+
             EndMode3D();
-            
+
             DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
             DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
-            
+
         EndTextureMode();
 
         // Draw Player2 view to the render texture
         BeginTextureMode(screenPlayer2);
             ClearBackground(SKYBLUE);
-            
+
             BeginMode3D(cameraPlayer2);
-            
+
                 // Draw scene: grid of cube trees on a plane to make a "world"
                 DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
 
@@ -145,21 +145,21 @@ int main(void)
                 // Draw a cube at each player's position
                 DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
                 DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
-                
+
             EndMode3D();
-            
+
             DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
             DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
-            
+
         EndTextureMode();
 
         // Draw both views render textures to the screen side by side
         BeginDrawing();
             ClearBackground(BLACK);
-            
+
             DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
             DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
-            
+
             DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
         EndDrawing();
     }

+ 14 - 14
examples/core/core_automation_events.c

@@ -54,7 +54,7 @@ int main(void)
     player.position = (Vector2){ 400, 280 };
     player.speed = 0;
     player.canJump = false;
-    
+
     // Define environment elements (platforms)
     EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
         {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
@@ -70,13 +70,13 @@ int main(void)
     camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
     camera.rotation = 0.0f;
     camera.zoom = 1.0f;
-    
+
     // Automation events
     AutomationEventList aelist = LoadAutomationEventList(0);  // Initialize list of automation events to record new events
     SetAutomationEventList(&aelist);
     bool eventRecording = false;
     bool eventPlaying = false;
-    
+
     unsigned int frameCounter = 0;
     unsigned int playFrameCounter = 0;
     unsigned int currentPlayFrame = 0;
@@ -90,7 +90,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         float deltaTime = 0.015f;//GetFrameTime();
-       
+
         // Dropped files logic
         //----------------------------------------------------------------------------------
         if (IsFileDropped())
@@ -102,14 +102,14 @@ int main(void)
             {
                 UnloadAutomationEventList(aelist);
                 aelist = LoadAutomationEventList(droppedFiles.paths[0]);
-                
+
                 eventRecording = false;
-                
+
                 // Reset scene state to play
                 eventPlaying = true;
                 playFrameCounter = 0;
                 currentPlayFrame = 0;
-                
+
                 player.position = (Vector2){ 400, 280 };
                 player.speed = 0;
                 player.canJump = false;
@@ -174,7 +174,7 @@ int main(void)
         //----------------------------------------------------------------------------------
 
         // Events playing
-        // NOTE: Logic must be before Camera update because it depends on mouse-wheel value, 
+        // NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
         // that can be set by the played event... but some other inputs could be affected
         //----------------------------------------------------------------------------------
         if (eventPlaying)
@@ -228,7 +228,7 @@ int main(void)
         if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
         if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
         //----------------------------------------------------------------------------------
-        
+
         // Events management
         if (IsKeyPressed(KEY_S))    // Toggle events recording
         {
@@ -238,12 +238,12 @@ int main(void)
                 {
                     StopAutomationEventRecording();
                     eventRecording = false;
-                    
+
                     ExportAutomationEventList(aelist, "automation.rae");
-                    
+
                     TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
                 }
-                else 
+                else
                 {
                     SetAutomationEventBaseFrame(180);
                     StartAutomationEventRecording();
@@ -293,7 +293,7 @@ int main(void)
                 DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
 
             EndMode2D();
-            
+
             // Draw game controls
             DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
             DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
@@ -323,7 +323,7 @@ int main(void)
 
                 if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
             }
-            
+
 
         EndDrawing();
         //----------------------------------------------------------------------------------

+ 13 - 13
examples/core/core_custom_frame_control.c

@@ -39,7 +39,7 @@ int main(void)
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
 
     // Custom timming variables
@@ -48,11 +48,11 @@ int main(void)
     double updateDrawTime = 0.0;        // Update + Draw time
     double waitTime = 0.0;              // Wait time (if target fps required)
     float deltaTime = 0.0f;             // Frame time (Update + Draw + Wait time)
-    
+
     float timeCounter = 0.0f;           // Accumulative time counter (seconds)
     float position = 0.0f;              // Circle position
     bool pause = false;                 // Pause control flag
-    
+
     int targetFPS = 60;                 // Our initial target fps
     //--------------------------------------------------------------------------------------
 
@@ -64,12 +64,12 @@ int main(void)
         #ifndef PLATFORM_WEB            // NOTE: On non web platforms the PollInputEvents just works before the inputs checks
             PollInputEvents();          // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
         #endif
-        
+
         if (IsKeyPressed(KEY_SPACE)) pause = !pause;
-        
+
         if (IsKeyPressed(KEY_UP)) targetFPS += 20;
         else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
-        
+
         if (targetFPS < 0) targetFPS = 0;
 
         if (!pause)
@@ -91,12 +91,12 @@ int main(void)
             ClearBackground(RAYWHITE);
 
             for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
-            
+
             DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
-            
+
             DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
             DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
-            
+
             DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
             DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
             DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
@@ -108,18 +108,18 @@ int main(void)
 
         EndDrawing();
 
-        // NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL, 
+        // NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
         // Events polling, screen buffer swap and frame time control must be managed by the user
 
         SwapScreenBuffer();         // Flip the back buffer to screen (front buffer)
-        
+
         currentTime = GetTime();
         updateDrawTime = currentTime - previousTime;
-        
+
         if (targetFPS > 0)          // We want a fixed frame rate
         {
             waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
-            if (waitTime > 0.0) 
+            if (waitTime > 0.0)
             {
                 WaitTime((float)waitTime);
                 currentTime = GetTime();

+ 56 - 45
examples/core/core_high_dpi.c

@@ -13,12 +13,10 @@
 
 #include "raylib.h"
 
-static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
-{
-    Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
-    Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
-    DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
-}
+//------------------------------------------------------------------------------------
+// Module functions declaration
+//------------------------------------------------------------------------------------
+static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color);
 
 //------------------------------------------------------------------------------------
 // Program main entry point
@@ -31,10 +29,20 @@ int main(void)
     const int screenHeight = 450;
 
     SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
-
     InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi");
     SetWindowMinSize(450, 450);
 
+    int logicalGridDescY = 120;
+    int logicalGridLabelY = logicalGridDescY + 30;
+    int logicalGridTop = logicalGridLabelY + 30;
+    int logicalGridBottom = logicalGridTop + 80;
+    int pixelGridTop = logicalGridBottom - 20;
+    int pixelGridBottom = pixelGridTop + 80;
+    int pixelGridLabelY = pixelGridBottom + 30;
+    int pixelGridDescY = pixelGridLabelY + 30;
+    int cellSize = 50;
+    float cellSizePx = (float)cellSize;
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
@@ -44,67 +52,60 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         int monitorCount = GetMonitorCount();
-        if (monitorCount > 1 && IsKeyPressed(KEY_N)) {
-            SetWindowMonitor((GetCurrentMonitor() + 1) % monitorCount);
+
+        if ((monitorCount > 1) && IsKeyPressed(KEY_N))
+        {
+            SetWindowMonitor((GetCurrentMonitor() + 1)%monitorCount);
         }
+
         int currentMonitor = GetCurrentMonitor();
+        Vector2 dpiScale = GetWindowScaleDPI();
+        cellSizePx = ((float)cellSize)/dpiScale.x;
+        //----------------------------------------------------------------------------------
 
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
 
-            Vector2 dpiScale = GetWindowScaleDPI();
             ClearBackground(RAYWHITE);
 
-            int windowCenter = GetScreenWidth() / 2;
+            int windowCenter = GetScreenWidth()/2;
             DrawTextCenter(TextFormat("Dpi Scale: %f", dpiScale.x), windowCenter, 30, 40, DARKGRAY);
-            DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 16, LIGHTGRAY);
-
-            const int logicalGridDescY = 120;
-            const int logicalGridLabelY = logicalGridDescY + 30;
-            const int logicalGridTop = logicalGridLabelY + 30;
-            const int logicalGridBottom = logicalGridTop + 80;
-            const int pixelGridTop = logicalGridBottom - 20;
-            const int pixelGridBottom = pixelGridTop + 80;
-            const int pixelGridLabelY = pixelGridBottom + 30;
-            const int pixelGridDescY = pixelGridLabelY + 30;
-
-            const int cellSize = 50;
-            const float cellSizePx = ((float)cellSize) / dpiScale.x;
-
+            DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 20, LIGHTGRAY);
             DrawTextCenter(TextFormat("Window is %d \"logical points\" wide", GetScreenWidth()), windowCenter, logicalGridDescY, 20, ORANGE);
+
             bool odd = true;
-            for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd) {
-                if (odd) {
-                    DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
-                }
-                DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 12, LIGHTGRAY);
+            for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd)
+            {
+                if (odd) DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
+
+                DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 10, LIGHTGRAY);
                 DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, GRAY);
             }
 
             odd = true;
             const int minTextSpace = 30;
-            int last_text_x = -minTextSpace;
-            for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
-                int x = (int)(((float)i) / dpiScale.x);
-                if (odd) {
-                    DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
-                }
+            int lastTextX = -minTextSpace;
+            for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd)
+            {
+                int x = (int)(((float)i)/dpiScale.x);
+                if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
+
                 DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
-                if (x - last_text_x >= minTextSpace) {
-                    DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
-                    last_text_x = x;
+
+                if ((x - lastTextX) >= minTextSpace)
+                {
+                    DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 10, LIGHTGRAY);
+                    lastTextX = x;
                 }
             }
 
             DrawTextCenter(TextFormat("Window is %d \"physical pixels\" wide", GetRenderWidth()), windowCenter, pixelGridDescY, 20, BLUE);
 
-            {
-                const char *text = "Can you see this?";
-                Vector2 size = MeasureTextEx(GetFontDefault(), text, 16, 3);
-                Vector2 pos = (Vector2){GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5};
-                DrawTextEx(GetFontDefault(), text, pos, 16, 3, LIGHTGRAY);
-            }
+            const char *text = "Can you see this?";
+            Vector2 size = MeasureTextEx(GetFontDefault(), text, 20, 3);
+            Vector2 pos = (Vector2){ GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5 };
+            DrawTextEx(GetFontDefault(), text, pos, 20, 3, LIGHTGRAY);
 
         EndDrawing();
         //----------------------------------------------------------------------------------
@@ -117,3 +118,13 @@ int main(void)
 
     return 0;
 }
+
+//------------------------------------------------------------------------------------
+// Module functions definition
+//------------------------------------------------------------------------------------
+static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
+{
+    Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
+    Vector2 pos = (Vector2){ x - size.x/2, y - size.y/2 };
+    DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
+}

+ 1 - 1
examples/core/core_input_mouse.c

@@ -52,7 +52,7 @@ int main(void)
                 isCursorHidden = 0;
             }
         }
-        
+
         ballPosition = GetMousePosition();
 
         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;

+ 1 - 1
examples/core/core_input_multitouch.c

@@ -54,7 +54,7 @@ int main(void)
         BeginDrawing();
 
             ClearBackground(RAYWHITE);
-            
+
             for (int i = 0; i < tCount; ++i)
             {
                 // Make sure point is not (0, 0) as this means there is no touch for it

+ 1 - 1
examples/core/core_input_virtual_controls.c

@@ -7,7 +7,7 @@
 *   Example originally created with raylib 5.0, last time updated with raylib 5.0
 *
 *   Example create by GreenSnakeLinux (@GreenSnakeLinux),
-*   lighter by oblerion (@oblerion) and 
+*   lighter by oblerion (@oblerion) and
 *   reviewed by Ramon Santamaria (@raysan5) and
 *   improved by danilwhale (@danilwhale)
 *

+ 1 - 1
examples/core/core_loading_thread.c

@@ -4,7 +4,7 @@
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
-*   NOTE: This example requires linking with pthreads library on MinGW, 
+*   NOTE: This example requires linking with pthreads library on MinGW,
 *   it can be accomplished passing -static parameter to compiler
 *
 *   Example originally created with raylib 2.5, last time updated with raylib 3.0

+ 13 - 13
examples/core/core_random_sequence.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [core] example - Generates a random sequence
+*   raylib [core] example - generate random sequence
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *
@@ -43,7 +43,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence");
+    InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random sequence");
 
     int rectCount = 20;
     float rectSize = (float)screenWidth/rectCount;
@@ -118,8 +118,8 @@ int main(void)
 //------------------------------------------------------------------------------------
 static Color GenerateRandomColor()
 {
-    Color color = { 
-        GetRandomValue(0, 255), 
+    Color color = {
+        GetRandomValue(0, 255),
         GetRandomValue(0, 255),
         GetRandomValue(0, 255),
         255
@@ -138,20 +138,20 @@ static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWid
     for (int i = 0; i < rectCount; i++)
     {
         int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
-        
+
         rectangles[i].c = GenerateRandomColor();
         rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
     }
-    
+
     UnloadRandomSequence(seq);
-    
+
     return rectangles;
 }
 
 static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
 {
     int *seq = LoadRandomSequence(rectCount, 0, rectCount -  1);
-    
+
     for (int i1 = 0; i1 < rectCount; i1++)
     {
         ColorRect *r1 = &rectangles[i1];
@@ -166,16 +166,16 @@ static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
         r2->r.height = tmp.r.height;
         r2->r.y = tmp.r.y;
     }
-    
+
     UnloadRandomSequence(seq);
 }
 
 static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color)
 {
-    int spaceSize = MeasureText(" ", fontSize); 
-    int pressSize = MeasureText("Press", fontSize); 
-    int keySize = MeasureText(key, fontSize); 
-    int textSize = MeasureText(text, fontSize); 
+    int spaceSize = MeasureText(" ", fontSize);
+    int pressSize = MeasureText("Press", fontSize);
+    int keySize = MeasureText(key, fontSize);
+    int textSize = MeasureText(text, fontSize);
     int textSizeCurrent = 0;
 
     DrawText("Press", posX, posY, fontSize, color);

+ 2 - 2
examples/core/core_random_values.c

@@ -30,9 +30,9 @@ int main(void)
     // SetRandomSeed(0xaabbccff);   // Set a custom random seed if desired, by default: "time(NULL)"
 
     int randValue = GetRandomValue(-8, 5);   // Get a random integer number between -8 and 5 (both included)
-    
+
     unsigned int framesCounter = 0; // Variable used to count frames
-    
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 

+ 1 - 1
examples/core/core_smooth_pixelperfect.c

@@ -5,7 +5,7 @@
 *   Example complexity rating: [★★★☆] 3/4
 *
 *   Example originally created with raylib 3.7, last time updated with raylib 4.0
-*   
+*
 *   Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
 *   reviewed by Ramon Santamaria (@raysan5)
 *

+ 1 - 1
examples/core/core_vr_simulator.c

@@ -127,7 +127,7 @@ int main(void)
                 EndMode3D();
             EndVrStereoMode();
         EndTextureMode();
-        
+
         BeginDrawing();
             ClearBackground(RAYWHITE);
             BeginShaderMode(distortion);

+ 1 - 1
examples/core/core_window_letterbox.c

@@ -86,7 +86,7 @@ int main(void)
             DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
             DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
         EndTextureMode();
-        
+
         BeginDrawing();
             ClearBackground(BLACK);     // Clear screen background
 

+ 4 - 4
examples/core/core_window_should_close.c

@@ -26,9 +26,9 @@ int main()
     const int screenHeight = 450;
 
     InitWindow(screenWidth, screenHeight, "raylib [core] example - window should close");
-    
+
     SetExitKey(KEY_NULL);       // Disable KEY_ESCAPE to close window, X-button still works
-    
+
     bool exitWindowRequested = false;   // Flag to request window to exit
     bool exitWindow = false;    // Flag to set window to exit
 
@@ -42,12 +42,12 @@ int main()
         //----------------------------------------------------------------------------------
         // Detect if X-button or KEY_ESCAPE have been pressed to close window
         if (WindowShouldClose() || IsKeyPressed(KEY_ESCAPE)) exitWindowRequested = true;
-        
+
         if (exitWindowRequested)
         {
             // A request for close window has been issued, we can save data before closing
             // or just show a message asking for confirmation
-            
+
             if (IsKeyPressed(KEY_Y)) exitWindow = true;
             else if (IsKeyPressed(KEY_N)) exitWindowRequested = false;
         }

+ 1 - 1
examples/core/core_world_screen.c

@@ -70,7 +70,7 @@ int main(void)
             EndMode3D();
 
             DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
-            
+
             DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
             DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
 

+ 2 - 2
examples/models/models_animation.c

@@ -15,8 +15,8 @@
 *
 ********************************************************************************************
 *
-*   NOTE: To export a model from blender, make sure it is not posed, the vertices need to be 
-*         in the same position as they would be in edit mode and the scale of your models is 
+*   NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
+*         in the same position as they would be in edit mode and the scale of your models is
 *         set to 0. Scaling can be done from the export menu.
 *
 ********************************************************************************************/

+ 3 - 3
examples/models/models_billboard.c

@@ -85,17 +85,17 @@ int main(void)
                 DrawGrid(10, 1.0f);        // Draw a grid
 
                 // Draw order matters!
-                if (distanceStatic > distanceRotating) 
+                if (distanceStatic > distanceRotating)
                 {
                     DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
                     DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
-                } 
+                }
                 else
                 {
                     DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
                     DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
                 }
-                
+
             EndMode3D();
 
             DrawFPS(10, 10);

+ 10 - 10
examples/models/models_bone_socket.c

@@ -3,7 +3,7 @@
 *   raylib [core] example - Using bones as socket for calculating the positioning of something
 *
 *   Example complexity rating: [★★★★] 4/4
-* 
+*
 *   Example originally created with raylib 4.5, last time updated with raylib 4.5
 *
 *   Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
@@ -51,7 +51,7 @@ int main(void)
         LoadModel("resources/models/gltf/greenman_sword.glb"),  // Index for the sword model is the same as BONE_SOCKET_HAND_R
         LoadModel("resources/models/gltf/greenman_shield.glb")  // Index for the shield model is the same as BONE_SOCKET_HAND_L
     };
-    
+
     bool showEquip[3] = { true, true, true };   // Toggle on/off equip
 
     // Load gltf model animations
@@ -63,7 +63,7 @@ int main(void)
     // indices of bones for sockets
     int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
 
-    // search bones for sockets 
+    // search bones for sockets
     for (int i = 0; i < characterModel.boneCount; i++)
     {
         if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
@@ -71,13 +71,13 @@ int main(void)
             boneSocketIndex[BONE_SOCKET_HAT] = i;
             continue;
         }
-        
+
         if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
         {
             boneSocketIndex[BONE_SOCKET_HAND_R] = i;
             continue;
         }
-        
+
         if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
         {
             boneSocketIndex[BONE_SOCKET_HAND_L] = i;
@@ -99,7 +99,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, CAMERA_THIRD_PERSON);
-        
+
         // Rotate character
         if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
         else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
@@ -112,7 +112,7 @@ int main(void)
         if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
         if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
         if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
-        
+
         // Update model animation
         ModelAnimation anim = modelAnimations[animIndex];
         animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
@@ -140,7 +140,7 @@ int main(void)
                     Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
                     Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
                     Quaternion outRotation = transform->rotation;
-                    
+
                     // Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
                     Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
                     Matrix matrixTransform = QuaternionToMatrix(rotate);
@@ -148,7 +148,7 @@ int main(void)
                     matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
                     // Transform the socket using the transform of the character (angle and translate)
                     matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
-                    
+
                     // Draw mesh at socket position with socket angle rotation
                     DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
                 }
@@ -168,7 +168,7 @@ int main(void)
     //--------------------------------------------------------------------------------------
     UnloadModelAnimations(modelAnimations, animsCount);
     UnloadModel(characterModel);         // Unload character model and meshes/material
-    
+
     // Unload equipment model and meshes/material
     for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
 

+ 4 - 4
examples/models/models_draw_cube_texture.c

@@ -42,7 +42,7 @@ int main(void)
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
     camera.fovy = 45.0f;
     camera.projection = CAMERA_PERSPECTIVE;
-    
+
     // Load texture to be applied to the cubes sides
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
 
@@ -69,7 +69,7 @@ int main(void)
                 DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
 
                 // Draw cube with an applied texture, but only a defined rectangle piece of the texture
-                DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f }, 
+                DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
                     (Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
 
                 DrawGrid(10, 1.0f);        // Draw a grid
@@ -85,7 +85,7 @@ int main(void)
     // De-Initialization
     //--------------------------------------------------------------------------------------
     UnloadTexture(texture); // Unload texture
-    
+
     CloseWindow();          // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 
@@ -171,7 +171,7 @@ void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, f
     rlSetTexture(texture.id);
 
     // We calculate the normalized texture coordinates for the desired texture-source-rectangle
-    // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent 
+    // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
     rlBegin(RL_QUADS);
         rlColor4ub(color.r, color.g, color.b, color.a);
 

+ 9 - 9
examples/models/models_gpu_skinning.c

@@ -3,7 +3,7 @@
 *   raylib [core] example - Doing skinning on the gpu using a vertex shader
 *
 *   Example complexity rating: [★★★☆] 3/4
-* 
+*
 *   Example originally created with raylib 4.5, last time updated with raylib 4.5
 *
 *   Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
@@ -12,7 +12,7 @@
 *   BSD-like license that allows static linking with closed source software
 *
 *   Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
-* 
+*
 *   Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
 *
 ********************************************************************************************/
@@ -49,13 +49,13 @@ int main(void)
 
     // Load gltf model
     Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
-    
+
     // Load skinning shader
     Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
                                        TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
-    
+
     characterModel.materials[1].shader = skinningShader;
-    
+
     // Load gltf model animations
     int animsCount = 0;
     unsigned int animIndex = 0;
@@ -75,7 +75,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, CAMERA_THIRD_PERSON);
-        
+
         // Select current animation
         if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
         else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
@@ -94,12 +94,12 @@ int main(void)
             ClearBackground(RAYWHITE);
 
             BeginMode3D(camera);
-            
+
                 // Draw character mesh, pose calculation is done in shader (GPU skinning)
                 DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
 
                 DrawGrid(10, 1.0f);
-                
+
             EndMode3D();
 
             DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
@@ -113,7 +113,7 @@ int main(void)
     UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
     UnloadModel(characterModel);    // Unload model and meshes/material
     UnloadShader(skinningShader);   // Unload GPU skinning shader
-    
+
     CloseWindow();                  // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 

+ 1 - 1
examples/models/models_loading_gltf.c

@@ -45,7 +45,7 @@ int main(void)
     // Load gltf model
     Model model = LoadModel("resources/models/gltf/robot.glb");
     Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-    
+
     // Load gltf model animations
     int animsCount = 0;
     unsigned int animIndex = 0;

+ 1 - 1
examples/models/models_mesh_generation.c

@@ -47,7 +47,7 @@ int main(void)
     models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
     models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
     models[8] = LoadModelFromMesh(GenMeshCustom());
-    
+
     // NOTE: Generated meshes could be exported using ExportMesh()
 
     // Set checked texture as default diffuse component for all models material

+ 2 - 2
examples/models/models_mesh_picking.c

@@ -137,7 +137,7 @@ int main(void)
             RayCollision meshHitInfo = { 0 };
             for (int m = 0; m < tower.meshCount; m++)
             {
-                // NOTE: We consider the model.transform for the collision check but 
+                // NOTE: We consider the model.transform for the collision check but
                 // it can be checked against any transform Matrix, used when checking against same
                 // model drawn multiple times with multiple transforms
                 meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
@@ -145,7 +145,7 @@ int main(void)
                 {
                     // Save the closest hit mesh
                     if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
-                    
+
                     break;  // Stop once one mesh collision is detected, the colliding mesh is m
                 }
             }

+ 13 - 13
examples/models/models_point_rendering.c

@@ -35,7 +35,7 @@ int main()
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
 
     Camera camera = {
@@ -50,10 +50,10 @@ int main()
     bool useDrawModelPoints = true;
     bool numPointsChanged = false;
     int numPoints = 1000;
-    
+
     Mesh mesh = GenMeshPoints(numPoints);
     Model model = LoadModelFromMesh(mesh);
-    
+
     //SetTargetFPS(60);
     //--------------------------------------------------------------------------------------
 
@@ -114,14 +114,14 @@ int main()
                             .b = mesh.colors[i*4 + 2],
                             .a = mesh.colors[i*4 + 3],
                         };
-                        
+
                         DrawPoint3D(pos, color);
                     }
                 }
 
                 // Draw a unit sphere for reference
                 DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
-                
+
             EndMode3D();
 
             // Draw UI text
@@ -129,12 +129,12 @@ int main()
             DrawText("Up - increase points", 20, 70, 20, WHITE);
             DrawText("Down - decrease points", 20, 100, 20, WHITE);
             DrawText("Space - drawing function", 20, 130, 20, WHITE);
-            
+
             if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
             else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
-            
+
             DrawFPS(10, 10);
-            
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }
@@ -151,7 +151,7 @@ int main()
 // Generate a spherical point cloud
 static Mesh GenMeshPoints(int numPoints)
 {
-    Mesh mesh = { 
+    Mesh mesh = {
         .triangleCount = 1,
         .vertexCount = numPoints,
         .vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
@@ -164,13 +164,13 @@ static Mesh GenMeshPoints(int numPoints)
         float theta = ((float)PI*rand())/RAND_MAX;
         float phi = (2.0f*PI*rand())/RAND_MAX;
         float r = (10.0f*rand())/RAND_MAX;
-        
+
         mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi);
         mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi);
         mesh.vertices[i*3 + 2] = r*cosf(theta);
-        
+
         Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
-        
+
         mesh.colors[i*4 + 0] = color.r;
         mesh.colors[i*4 + 1] = color.g;
         mesh.colors[i*4 + 2] = color.b;
@@ -179,6 +179,6 @@ static Mesh GenMeshPoints(int numPoints)
 
     // Upload mesh data from CPU (RAM) to GPU (VRAM) memory
     UploadMesh(&mesh, false);
-    
+
     return mesh;
 }

+ 5 - 5
examples/models/models_skybox.c

@@ -70,7 +70,7 @@ int main(void)
     SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
 
     char skyboxFileName[256] = { 0 };
-    
+
     if (useHDR)
     {
         TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
@@ -116,7 +116,7 @@ int main(void)
                 {
                     // Unload current cubemap texture to load new one
                     UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
-                    
+
                     if (useHDR)
                     {
                         // Load HDR panorama (sphere) texture
@@ -124,7 +124,7 @@ int main(void)
 
                         // Generate cubemap from panorama texture
                         skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
-                        
+
                         UnloadTexture(panorama);    // Texture not required anymore, cubemap already generated
                     }
                     else
@@ -223,7 +223,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
     };
 
     rlViewport(0, 0, size, size);   // Set viewport to current fbo dimensions
-    
+
     // Activate and enable texture for drawing to cubemap faces
     rlActiveTextureSlot(0);
     rlEnableTexture(panorama.id);
@@ -232,7 +232,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
     {
         // Set the view matrix for the current cube face
         rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
-        
+
         // Select the current cubemap face attachment for the fbo
         // WARNING: This function by default enables->attach->disables fbo!!!
         rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);

+ 10 - 10
examples/models/models_tesseract_view.c

@@ -32,7 +32,7 @@ int main(void)
     const int screenHeight = 450;
 
     InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
-    
+
     // Define the camera to look into our 3d world
     Camera camera = { 0 };
     camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };    // Camera position
@@ -43,16 +43,16 @@ int main(void)
 
     // Find the coordinates by setting XYZW to +-1
     Vector4 tesseract[16] = {
-        {  1,  1,  1, 1 }, {  1,  1,  1, -1 }, 
+        {  1,  1,  1, 1 }, {  1,  1,  1, -1 },
         {  1,  1, -1, 1 }, {  1,  1, -1, -1 },
-        {  1, -1,  1, 1 }, {  1, -1,  1, -1 }, 
+        {  1, -1,  1, 1 }, {  1, -1,  1, -1 },
         {  1, -1, -1, 1 }, {  1, -1, -1, -1 },
-        { -1,  1,  1, 1 }, { -1,  1,  1, -1 }, 
+        { -1,  1,  1, 1 }, { -1,  1,  1, -1 },
         { -1,  1, -1, 1 }, { -1,  1, -1, -1 },
-        { -1, -1,  1, 1 }, { -1, -1,  1, -1 }, 
+        { -1, -1,  1, 1 }, { -1, -1,  1, -1 },
         { -1, -1, -1, 1 }, { -1, -1, -1, -1 },
     };
-    
+
     float rotation = 0.0f;
     Vector3 transformed[16] = { 0 };
     float wValues[16] = { 0 };
@@ -66,7 +66,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         rotation = DEG2RAD*45.0f*GetTime();
-        
+
         for (int i = 0; i < 16; i++)
         {
             Vector4 p = tesseract[i];
@@ -92,9 +92,9 @@ int main(void)
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
-            
+
             BeginMode3D(camera);
                 for (int i = 0; i < 16; i++)
                 {
@@ -114,7 +114,7 @@ int main(void)
                     }
                 }
             EndMode3D();
-            
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }

+ 1 - 1
examples/models/models_waving_cubes.c

@@ -91,7 +91,7 @@ int main()
                             };
 
                             // Pick a color with a hue depending on cube position for the rainbow color effect
-                            // NOTE: This function is quite costly to be done per cube and frame, 
+                            // NOTE: This function is quite costly to be done per cube and frame,
                             // pre-catching the results into a separate array could improve performance
                             Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
 

+ 13 - 13
examples/others/raylib_opengl_interop.c

@@ -30,18 +30,18 @@
 
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
     #if defined(GRAPHICS_API_OPENGL_ES2)
-        #include "glad_gles2.h"       // Required for: OpenGL functionality 
+        #include "glad_gles2.h"       // Required for: OpenGL functionality
         #define glGenVertexArrays glGenVertexArraysOES
         #define glBindVertexArray glBindVertexArrayOES
         #define glDeleteVertexArrays glDeleteVertexArraysOES
         #define GLSL_VERSION            100
     #else
         #if defined(__APPLE__)
-            #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings 
+            #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
             #include <OpenGL/gl3.h>     // OpenGL 3 library for OSX
             #include <OpenGL/gl3ext.h>  // OpenGL 3 extensions library for OSX
         #else
-            #include "glad.h"       // Required for: OpenGL functionality 
+            #include "glad.h"       // Required for: OpenGL functionality
         #endif
         #define GLSL_VERSION            330
     #endif
@@ -71,7 +71,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib - point particles");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - point particles");
 
     Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
                                TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
@@ -86,13 +86,13 @@ int main(void)
     {
         particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
         particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
-        
-        // Give each particle a slightly different period. But don't spread it to much. 
+
+        // Give each particle a slightly different period. But don't spread it to much.
         // This way the particles line up every so often and you get a glimps of what is going on.
         particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
     }
 
-    // Create a plain OpenGL vertex buffer with the data and an vertex array object 
+    // Create a plain OpenGL vertex buffer with the data and an vertex array object
     // that feeds the data from the buffer into the vertexPosition shader attribute.
     GLuint vao = 0;
     GLuint vbo = 0;
@@ -125,13 +125,13 @@ int main(void)
 
             DrawRectangle(10, 10, 210, 30, MAROON);
             DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
-            
+
             rlDrawRenderBatchActive();      // Draw iternal buffers data (previous draw calls)
 
             // Switch to plain OpenGL
             //------------------------------------------------------------------------------
             glUseProgram(shader.id);
-            
+
                 glUniform1f(currentTimeLoc, GetTime());
 
                 Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
@@ -139,18 +139,18 @@ int main(void)
 
                 // Get the current modelview and projection matrix so the particle system is displayed and transformed
                 Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
-                
+
                 glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
 
                 glBindVertexArray(vao);
                     glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
                 glBindVertexArray(0);
-                
+
             glUseProgram(0);
             //------------------------------------------------------------------------------
-            
+
             DrawFPS(screenWidth - 100, 10);
-            
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }

+ 9 - 9
examples/others/raymath_vector_angle.c

@@ -12,7 +12,7 @@
 *   Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
 *
 ********************************************************************************************/
- 
+
 #include "raylib.h"
 
 #include "raymath.h"
@@ -32,7 +32,7 @@ int main(void)
     Vector2 v0 = { screenWidth/2, screenHeight/2 };
     Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
     Vector2 v2 = { 0 };             // Updated with mouse position
-    
+
     float angle = 0.0f;             // Angle in degrees
     int angleMode = 0;              // 0-Vector2Angle(), 1-Vector2LineAngle()
 
@@ -47,12 +47,12 @@ int main(void)
         float startangle = 0.0f;
 
         if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
-        if (angleMode == 1) startangle = 0.0f; 
+        if (angleMode == 1) startangle = 0.0f;
 
         v2 = GetMousePosition();
 
         if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
-        
+
         if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
 
         if (angleMode == 0)
@@ -75,12 +75,12 @@ int main(void)
         BeginDrawing();
 
             ClearBackground(RAYWHITE);
-            
+
             if (angleMode == 0)
             {
                 DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
                 DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
-                
+
                 DrawLineEx(v0, v1, 2.0f, BLACK);
                 DrawLineEx(v0, v2, 2.0f, RED);
 
@@ -89,13 +89,13 @@ int main(void)
             else if (angleMode == 1)
             {
                 DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
-                
+
                 DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
                 DrawLineEx(v0, v2, 2.0f, RED);
 
                 DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
             }
-            
+
             DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
 
             // If the line from v0 to v1 would overlap the text, move it's position up 10
@@ -110,7 +110,7 @@ int main(void)
 
             DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
             DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
-            
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }

+ 1 - 1
examples/others/rlgl_standalone.c

@@ -137,7 +137,7 @@ int main(void)
 
     glfwWindowHint(GLFW_SAMPLES, 4);
     glfwWindowHint(GLFW_DEPTH_BITS, 16);
-    
+
     // WARNING: OpenGL 3.3 Core profile only
     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);

+ 4 - 4
examples/shaders/shaders_basic_lighting.c

@@ -59,10 +59,10 @@ int main(void)
                                TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
     // Get some required shader locations
     shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
-    // NOTE: "matModel" location name is automatically assigned on shader loading, 
+    // NOTE: "matModel" location name is automatically assigned on shader loading,
     // no need to get the location again if using that uniform name
     //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
-    
+
     // Ambient light level (some basic lighting)
     int ambientLoc = GetShaderLocation(shader, "ambient");
     SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
@@ -87,13 +87,13 @@ int main(void)
         // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
-        
+
         // Check key inputs to enable/disable lights
         if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
         if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
         if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
         if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
-        
+
         // Update light values (actually, only enable/disable them)
         for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
         //----------------------------------------------------------------------------------

+ 23 - 23
examples/shaders/shaders_basic_pbr.c

@@ -13,8 +13,8 @@
 *
 *   Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
 *
-*   Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox, 
-*   licensed under Creative Commons Attribution-NonCommercial 
+*   Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
+*   licensed under Creative Commons Attribution-NonCommercial
 *   (http://creativecommons.org/licenses/by-nc/4.0/)
 *
 ********************************************************************************************/
@@ -105,7 +105,7 @@ int main()
     // shader already takes care of it accordingly
     shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
     shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
-    // WARNING: Similar to the MRA map, the emissive map packs different information 
+    // WARNING: Similar to the MRA map, the emissive map packs different information
     // into a single texture: it stores height and emission data
     // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
     shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
@@ -153,7 +153,7 @@ int main()
     car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
     car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
     car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
-    
+
     // Load floor model mesh and assign material parameters
     // NOTE: A basic plane shape can be generated instead of being loaded from a model file
     Model floor = LoadModel("resources/models/plane.glb");
@@ -161,9 +161,9 @@ int main()
     //GenMeshTangents(&floorMesh);      // TODO: Review tangents generation
     //Model floor = LoadModelFromMesh(floorMesh);
 
-    // Assign material shader for our floor model, same PBR shader 
+    // Assign material shader for our floor model, same PBR shader
     floor.materials[0].shader = shader;
-    
+
     floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
     floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.8f;
     floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.1f;
@@ -193,7 +193,7 @@ int main()
     SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
     SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
     SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
-    
+
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //---------------------------------------------------------------------------------------
 
@@ -221,11 +221,11 @@ int main()
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
-        
+
             ClearBackground(BLACK);
-            
+
             BeginMode3D(camera);
-                
+
                 // Set floor model texture tiling and emissive color parameters on shader
                 SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
                 Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
@@ -234,7 +234,7 @@ int main()
 		// Set floor metallic and roughness values
 		SetShaderValue(shader, metallicValueLoc, &floor.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
 		SetShaderValue(shader, roughnessValueLoc, &floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
-                
+
                 DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE);   // Draw floor model
 
                 // Set old car model texture tiling, emissive color and emissive intensity parameters on shader
@@ -247,24 +247,24 @@ int main()
 		// Set old car metallic and roughness values
 		SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
 		SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
-                
+
                 DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE);   // Draw car model
 
                 // Draw spheres to show the lights positions
                 for (int i = 0; i < MAX_LIGHTS; i++)
                 {
                     Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
-                    
+
                     if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
                     else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
                 }
-                
+
             EndMode3D();
-            
+
             DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
 
             DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
-            
+
             DrawFPS(10, 10);
 
         EndDrawing();
@@ -273,20 +273,20 @@ int main()
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    // Unbind (disconnect) shader from car.material[0] 
+    // Unbind (disconnect) shader from car.material[0]
     // to avoid UnloadMaterial() trying to unload it automatically
     car.materials[0].shader = (Shader){ 0 };
     UnloadMaterial(car.materials[0]);
     car.materials[0].maps = NULL;
     UnloadModel(car);
-    
+
     floor.materials[0].shader = (Shader){ 0 };
     UnloadMaterial(floor.materials[0]);
     floor.materials[0].maps = NULL;
     UnloadModel(floor);
-    
+
     UnloadShader(shader);       // Unload Shader
-    
+
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 
@@ -310,7 +310,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
         light.color[2] = (float)color.b/255.0f;
         light.color[3] = (float)color.a/255.0f;
         light.intensity = intensity;
-        
+
         // NOTE: Shader parameters names for lights must match the requested ones
         light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
         light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
@@ -318,7 +318,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
         light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
         light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
         light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
-        
+
         UpdateLight(shader, light);
 
         lightCount++;
@@ -333,7 +333,7 @@ static void UpdateLight(Shader shader, Light light)
 {
     SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
     SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
-    
+
     // Send to shader light position values
     float position[3] = { light.position.x, light.position.y, light.position.z };
     SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);

+ 1 - 1
examples/shaders/shaders_custom_uniform.c

@@ -78,7 +78,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, CAMERA_ORBITAL);
-        
+
         Vector2 mousePosition = GetMousePosition();
 
         swirlCenter[0] = mousePosition.x;

+ 13 - 13
examples/shaders/shaders_deferred_render.c

@@ -42,7 +42,7 @@ typedef struct GBuffer {
     unsigned int positionTexture;
     unsigned int normalTexture;
     unsigned int albedoSpecTexture;
-    
+
     unsigned int depthRenderbuffer;
 } GBuffer;
 
@@ -94,14 +94,14 @@ int main(void)
         TraceLog(LOG_WARNING, "Failed to create framebuffer");
         exit(1);
     }
-    
+
     rlEnableFramebuffer(gBuffer.framebuffer);
 
     // NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
-    // (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position, 
+    // (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
     // depth, and the inverse view/projection matrices.
 
-    // 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios. 
+    // 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
     // But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
     // and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
     gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
@@ -161,7 +161,7 @@ int main(void)
     const float CUBE_SCALE = 0.25;
     Vector3 cubePositions[MAX_CUBES] = { 0 };
     float cubeRotations[MAX_CUBES] = { 0 };
-    
+
     for (int i = 0; i < MAX_CUBES; i++)
     {
         cubePositions[i] = (Vector3){
@@ -169,7 +169,7 @@ int main(void)
             .y = (float)(rand()%5),
             .z = (float)(rand()%10) - 5,
         };
-        
+
         cubeRotations[i] = (float)(rand()%360);
     }
 
@@ -190,7 +190,7 @@ int main(void)
         // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
-        
+
         // Check key inputs to enable/disable lights
         if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
         if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
@@ -215,7 +215,7 @@ int main(void)
             rlEnableFramebuffer(gBuffer.framebuffer);
             rlClearColor(0, 0, 0, 0);
             rlClearScreenBuffers();  // Clear color and depth buffer
-            
+
             rlDisableColorBlend();
             BeginMode3D(camera);
                 // NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
@@ -281,7 +281,7 @@ int main(void)
                             }
                         rlDisableShader();
                     EndMode3D();
-                    
+
                     DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
                 } break;
                 case DEFERRED_POSITION:
@@ -291,7 +291,7 @@ int main(void)
                         .width = screenWidth,
                         .height = screenHeight,
                     }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
-                    
+
                     DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
                 } break;
                 case DEFERRED_NORMAL:
@@ -301,7 +301,7 @@ int main(void)
                         .width = screenWidth,
                         .height = screenHeight,
                     }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
-                    
+
                     DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
                 } break;
                 case DEFERRED_ALBEDO:
@@ -311,7 +311,7 @@ int main(void)
                         .width = screenWidth,
                         .height = screenHeight,
                     }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
-                    
+
                     DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
                 } break;
                 default: break;
@@ -321,7 +321,7 @@ int main(void)
             DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
 
             DrawFPS(10, 10);
-            
+
         EndDrawing();
         // -----------------------------------------------------------------------------
     }

+ 2 - 2
examples/shaders/shaders_eratosthenes.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Sieve of Eratosthenes
+*   raylib [shaders] example - sieve of Eratosthenes
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -45,7 +45,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - sieve of Eratosthenes");
 
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
 

+ 1 - 1
examples/shaders/shaders_hot_reloading.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Hot reloading
+*   raylib [shaders] example - hot reloading
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 9 - 9
examples/shaders/shaders_hybrid_render.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Hybrid Rendering
+*   raylib [shaders] example - hybrid rendering
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -69,7 +69,7 @@ int main(void)
     marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
     marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
 
-    // Transfer screenCenter position to shader. Which is used to calculate ray direction. 
+    // Transfer screenCenter position to shader. Which is used to calculate ray direction.
     Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
     SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
 
@@ -84,10 +84,10 @@ int main(void)
         .fovy = 45.0f,                                // Camera field-of-view Y
         .projection = CAMERA_PERSPECTIVE              // Camera projection type
     };
-    
+
     // Camera FOV is pre-calculated in the camera Distance.
     float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
-    
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
@@ -100,12 +100,12 @@ int main(void)
 
         // Update Camera Postion in the ray march shader.
         SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
-        
+
         // Update Camera Looking Vector. Vector length determines FOV.
         Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
         SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         //----------------------------------------------------------------------------------
         // Draw into our custom render texture (framebuffer)
@@ -117,7 +117,7 @@ int main(void)
             BeginShaderMode(shdrRaymarch);
                 DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
             EndShaderMode();
-            
+
             // Rasterize Scene
             BeginMode3D(camera);
                 BeginShaderMode(shdrRaster);
@@ -130,10 +130,10 @@ int main(void)
             EndMode3D();
         EndTextureMode();
 
-        // Draw into screen our custom render texture 
+        // Draw into screen our custom render texture
         BeginDrawing();
             ClearBackground(RAYWHITE);
-        
+
             DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
             DrawFPS(10, 10);
         EndDrawing();

+ 1 - 1
examples/shaders/shaders_julia_set.c

@@ -167,7 +167,7 @@ int main(void)
             // do not represent full screen coordinates (space where want to apply shader)
             DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
         EndTextureMode();
-            
+
         BeginDrawing();
             ClearBackground(BLACK);     // Clear screen background
 

+ 3 - 3
examples/shaders/shaders_lightmap.c

@@ -70,7 +70,7 @@ int main(void)
     // Load a new texcoords2 attributes buffer
     mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false);
     rlEnableVertexArray(mesh.vaoId);
-    
+
     // Index 5 is for texcoords2
     rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
     rlEnableVertexAttribute(5);
@@ -156,10 +156,10 @@ int main(void)
                 (Vector2){ 0.0, 0.0 },
                 0.0,
                 WHITE);
-                
+
             DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY);
             DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
-                
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }

+ 1 - 1
examples/shaders/shaders_mesh_instancing.c

@@ -64,7 +64,7 @@ int main(void)
         Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
         float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
         Matrix rotation = MatrixRotate(axis, angle);
-        
+
         transforms[i] = MatrixMultiply(rotation, translation);
     }
 

+ 3 - 3
examples/shaders/shaders_multi_sample2d.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Multiple sample2D with default batch system
+*   raylib [shaders] example - multi sample2D
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -38,7 +38,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2D");
 
     Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
     Texture texRed = LoadTextureFromImage(imRed);
@@ -93,7 +93,7 @@ int main(void)
                 // an additional texture units is enabled for texBlue [sampler2D texture1]
                 DrawTexture(texRed, 0, 0, WHITE);
 
-            EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame 
+            EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
 
             DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
 

+ 1 - 1
examples/shaders/shaders_postprocessing.c

@@ -141,7 +141,7 @@ int main(void)
                 DrawGrid(10, 1.0f);     // Draw a grid
             EndMode3D();                // End 3d mode drawing, returns to orthographic 2d mode
         EndTextureMode();               // End drawing to texture (now we have a texture available for next passes)
-        
+
         BeginDrawing();
             ClearBackground(RAYWHITE);  // Clear screen background
 

+ 1 - 1
examples/shaders/shaders_shadowmap.c

@@ -173,7 +173,7 @@ int main(void)
 
             // Draw the same exact things as we drew in the shadowmap!
             DrawScene(cube, robot);
-        
+
         EndMode3D();
 
         DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);

+ 1 - 1
examples/shaders/shaders_simple_mask.c

@@ -97,7 +97,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, CAMERA_FIRST_PERSON);
-        
+
         framesCounter++;
         rotation.x += 0.01f;
         rotation.y += 0.005f;

+ 2 - 2
examples/shaders/shaders_texture_outline.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Apply an shdrOutline to a texture
+*   raylib [shaders] example - texture outline
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -36,7 +36,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
 
     Texture2D texture = LoadTexture("resources/fudesumi.png");
 

+ 5 - 5
examples/shaders/shaders_texture_tiling.c

@@ -48,7 +48,7 @@ int main(void)
     // Load a cube model
     Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
     Model model = LoadModelFromMesh(cube);
-    
+
     // Load a texture and assign to cube model
     Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
     model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
@@ -77,17 +77,17 @@ int main(void)
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
-        
+
             ClearBackground(RAYWHITE);
 
             BeginMode3D(camera);
-            
+
                 BeginShaderMode(shader);
                     DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
                 EndShaderMode();
 
                 DrawGrid(10, 1.0f);
-                
+
             EndMode3D();
 
             DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
@@ -104,6 +104,6 @@ int main(void)
 
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
-    
+
     return 0;
 }

+ 2 - 2
examples/shaders/shaders_vertex_displacement.c

@@ -52,7 +52,7 @@ int main(void)
     Shader shader = LoadShader(
         TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
         TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
-    
+
     // Load perlin noise texture
     Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
     Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
@@ -64,7 +64,7 @@ int main(void)
     rlActiveTextureSlot(1);
     rlEnableTexture(perlinNoiseMap.id);
     rlSetUniformSampler(perlinNoiseMapLoc, 1);
-    
+
     // Create a plane mesh and model
     Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
     Model planeModel = LoadModelFromMesh(planeMesh);

+ 3 - 3
examples/shaders/shaders_view_depth.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shader] example - render depth texture
+*   raylib [shaders] example - render depth texture
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -36,7 +36,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - render depth texture");
 
     // Init camera
     Camera camera = { 0 };
@@ -76,7 +76,7 @@ int main(void)
         //----------------------------------------------------------------------------------
         BeginTextureMode(target);
             ClearBackground(WHITE);
-            
+
             BeginMode3D(camera);
                 DrawModel(cube,  (Vector3){ 0.0f, 0.0f, 0.0f },  3.0f, YELLOW);
                 DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);

+ 5 - 5
examples/shaders/shaders_write_depth.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Depth buffer writing
+*   raylib [shaders] example - depth buffer writing
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -60,7 +60,7 @@ int main(void)
         .fovy = 45.0f,                                // Camera field-of-view Y
         .projection = CAMERA_PERSPECTIVE              // Camera projection type
     };
-    
+
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
@@ -71,13 +71,13 @@ int main(void)
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, CAMERA_ORBITAL);
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         //----------------------------------------------------------------------------------
         // Draw into our custom render texture (framebuffer)
         BeginTextureMode(target);
             ClearBackground(WHITE);
-            
+
             BeginMode3D(camera);
                 BeginShaderMode(shader);
                     DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
@@ -89,7 +89,7 @@ int main(void)
             EndMode3D();
         EndTextureMode();
 
-        // Draw into screen our custom render texture 
+        // Draw into screen our custom render texture
         BeginDrawing();
             ClearBackground(RAYWHITE);
             DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);

+ 1 - 1
examples/shapes/shapes_lines_bezier.c

@@ -69,7 +69,7 @@ int main(void)
 
             // Draw line Cubic Bezier, in-out interpolation (easing), no control points
             DrawLineBezier(startPoint, endPoint, 4.0f, BLUE);
-            
+
             // Draw start-end spline circles with some details
             DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f)? 14.0f : 8.0f, moveStartPoint? RED : BLUE);
             DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f)? 14.0f : 8.0f, moveEndPoint? RED : BLUE);

+ 1 - 1
examples/shapes/shapes_logo_raylib.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shapes] example - Draw raylib logo using basic shapes
+*   raylib [shapes] example - draw raylib logo using basic shapes
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *

+ 7 - 7
examples/shapes/shapes_rectangle_advanced.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shapes] example - Rectangle advanced
+*   raylib [shapes] example - advanced rectangle drawing
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -33,9 +33,9 @@ int main(void)
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced");
-    
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
@@ -195,7 +195,7 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
         }
 
         // Here we use the 'Diagram' to guide ourselves to which point receives what color
-        // By choosing the color correctly associated with a pointe the gradient effect 
+        // By choosing the color correctly associated with a pointe the gradient effect
         // will naturally come from OpenGL interpolation
 
         // [2] Upper Rectangle
@@ -266,7 +266,7 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
 #else
 
     // Here we use the 'Diagram' to guide ourselves to which point receives what color.
-    // By choosing the color correctly associated with a pointe the gradient effect 
+    // By choosing the color correctly associated with a pointe the gradient effect
     // will naturally come from OpenGL interpolation.
     // But this time instead of Quad, we think in triangles.
 
@@ -280,10 +280,10 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
             if (k == 1) color = right, radius = radiusRight;    // [3] Upper Right Corner
             if (k == 2) color = right, radius = radiusRight;    // [5] Lower Right Corner
             if (k == 3) color = left,  radius = radiusLeft;     // [7] Lower Left Corner
-            
+
             float angle = angles[k];
             const Vector2 center = centers[k];
-            
+
             for (int i = 0; i < segments; i++)
             {
                 rlColor4ub(color.r, color.g, color.b, color.a);

+ 1 - 1
examples/shapes/shapes_rectangle_scaling.c

@@ -65,7 +65,7 @@ int main(void)
             // Check minimum rec size
             if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
             if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
-            
+
             // Check maximum rec size
             if (rec.width > (GetScreenWidth() - rec.x)) rec.width = GetScreenWidth() - rec.x;
             if (rec.height > (GetScreenHeight() - rec.y)) rec.height = GetScreenHeight() - rec.y;

+ 20 - 20
examples/shapes/shapes_splines_drawing.c

@@ -23,7 +23,7 @@
 #define MAX_SPLINE_POINTS      32
 
 // Cubic Bezier spline control points
-// NOTE: Every segment has two control points 
+// NOTE: Every segment has two control points
 typedef struct {
     Vector2 start;
     Vector2 end;
@@ -57,17 +57,17 @@ int main(void)
         { 520.0f, 60.0f },
         { 710.0f, 260.0f },
     };
-    
-    // Array required for spline bezier-cubic, 
+
+    // Array required for spline bezier-cubic,
     // including control points interleaved with start-end segment points
     Vector2 pointsInterleaved[3*(MAX_SPLINE_POINTS - 1) + 1] = { 0 };
-    
+
     int pointCount = 5;
     int selectedPoint = -1;
     int focusedPoint = -1;
     Vector2 *selectedControlPoint = NULL;
     Vector2 *focusedControlPoint = NULL;
-    
+
     // Cubic Bezier control points initialization
     ControlPoint control[MAX_SPLINE_POINTS-1] = { 0 };
     for (int i = 0; i < pointCount - 1; i++)
@@ -79,9 +79,9 @@ int main(void)
     // Spline config variables
     float splineThickness = 8.0f;
     int splineTypeActive = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
-    bool splineTypeEditMode = false; 
+    bool splineTypeEditMode = false;
     bool splineHelpersActive = true;
-    
+
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
@@ -114,14 +114,14 @@ int main(void)
             }
             if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedPoint = focusedPoint;
         }
-        
+
         // Spline point movement logic
         if (selectedPoint >= 0)
         {
             points[selectedPoint] = GetMousePosition();
             if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
         }
-        
+
         // Cubic Bezier spline control points logic
         if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
         {
@@ -144,7 +144,7 @@ int main(void)
                 }
                 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint;
             }
-            
+
             // Spline control point movement logic
             if (selectedControlPoint != NULL)
             {
@@ -152,7 +152,7 @@ int main(void)
                 if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
             }
         }
-        
+
         // Spline selection logic
         if (IsKeyPressed(KEY_ONE)) splineTypeActive = 0;
         else if (IsKeyPressed(KEY_TWO)) splineTypeActive = 1;
@@ -168,7 +168,7 @@ int main(void)
         BeginDrawing();
 
             ClearBackground(RAYWHITE);
-        
+
             if (splineTypeActive == SPLINE_LINEAR)
             {
                 // Draw spline: linear
@@ -191,7 +191,7 @@ int main(void)
             {
                 // Draw spline: catmull-rom
                 DrawSplineCatmullRom(points, pointCount, splineThickness, RED); // Provide connected points array
-                
+
                 /*
                 for (int i = 0; i < (pointCount - 3); i++)
                 {
@@ -202,20 +202,20 @@ int main(void)
             }
             else if (splineTypeActive == SPLINE_BEZIER)
             {
-                // NOTE: Cubic-bezier spline requires the 2 control points of each segnment to be 
+                // NOTE: Cubic-bezier spline requires the 2 control points of each segnment to be
                 // provided interleaved with the start and end point of every segment
-                for (int i = 0; i < (pointCount - 1); i++) 
+                for (int i = 0; i < (pointCount - 1); i++)
                 {
                     pointsInterleaved[3*i] = points[i];
                     pointsInterleaved[3*i + 1] = control[i].start;
                     pointsInterleaved[3*i + 2] = control[i].end;
                 }
-                
+
                 pointsInterleaved[3*(pointCount - 1)] = points[pointCount - 1];
 
                 // Draw spline: cubic-bezier (with control points)
                 DrawSplineBezierCubic(pointsInterleaved, 3*(pointCount - 1) + 1, splineThickness, RED);
-                
+
                 /*
                 for (int i = 0; i < 3*(pointCount - 1); i += 3)
                 {
@@ -234,7 +234,7 @@ int main(void)
                     else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 8, GREEN);
                     DrawLineEx(points[i], control[i].start, 1.0f, LIGHTGRAY);
                     DrawLineEx(points[i + 1], control[i].end, 1.0f, LIGHTGRAY);
-                
+
                     // Draw spline control lines
                     DrawLineV(points[i], control[i].start, GRAY);
                     //DrawLineV(control[i].start, control[i].end, LIGHTGRAY);
@@ -258,7 +258,7 @@ int main(void)
 
             // Check all possible UI states that require controls lock
             if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlPoint != NULL)) GuiLock();
-            
+
             // Draw spline config
             GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
             GuiSliderBar((Rectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f);
@@ -269,7 +269,7 @@ int main(void)
 
             GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
             if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
-            
+
             GuiUnlock();
 
         EndDrawing();

+ 8 - 8
examples/shapes/shapes_top_down_lights.c

@@ -55,7 +55,7 @@ LightInfo lights[MAX_LIGHTS] = { 0 };
 void MoveLight(int slot, float x, float y)
 {
     lights[slot].dirty = true;
-    lights[slot].position.x = x; 
+    lights[slot].position.x = x;
     lights[slot].position.y = y;
 
     // update the cached bounds
@@ -99,7 +99,7 @@ void DrawLightMask(int slot)
 
         // If we are valid, then draw the light radius to the alpha mask
         if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
-        
+
         rlDrawRenderBatchActive();
 
         // Cut out the shadows from the light radius by forcing the alpha to maximum
@@ -114,7 +114,7 @@ void DrawLightMask(int slot)
         }
 
         rlDrawRenderBatchActive();
-        
+
         // Go back to normal blend mode
         rlSetBlendMode(BLEND_ALPHA);
 
@@ -156,7 +156,7 @@ bool UpdateLight(int slot, Rectangle* boxes, int count)
         if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
 
         // Check the edges that are on the same side we are, and cast shadow volumes out from them
-        
+
         // Top
         Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
         Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
@@ -219,7 +219,7 @@ int main(void)
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
 
     // Initialize our 'world' of boxes
@@ -274,7 +274,7 @@ int main(void)
         {
             // Build up the light mask
             BeginTextureMode(lightMask);
-            
+
                 ClearBackground(BLACK);
 
                 // Force the blend mode to only set the alpha of the destination
@@ -300,10 +300,10 @@ int main(void)
         BeginDrawing();
 
             ClearBackground(BLACK);
-            
+
             // Draw the tile background
             DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
-            
+
             // Overlay the shadows from all the lights
             DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
 

+ 1 - 1
examples/text/text_codepoints_loading.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Codepoints loading
+*   raylib [text] example - text codepoints loading
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 4 - 4
examples/text/text_draw_3d.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Draw 3d
+*   raylib [text] example - drawing 3d text
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -12,7 +12,7 @@
 *   map that texture to a plane and render that, or maybe a shader but my method allows more
 *   flexibility...for example to change position of each letter individually to make somethink
 *   like a wavy text effect.
-*    
+*
 *   Special thanks to:
 *        @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
 *        Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
@@ -146,7 +146,7 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera, camera_mode);
-        
+
         // Handle font files dropped
         if (IsFileDropped())
         {
@@ -164,7 +164,7 @@ int main(void)
                 font = LoadFont(droppedFiles.paths[0]);
                 fontSize = (float)font.baseSize;
             }
-            
+
             UnloadDroppedFiles(droppedFiles);    // Unload filepaths from memory
         }
 

+ 2 - 2
examples/text/text_font_filters.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Font filters
+*   raylib [text] example - font texture filters
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -94,7 +94,7 @@ int main(void)
                 UnloadFont(font);
                 font = LoadFontEx(droppedFiles.paths[0], (int)fontSize, 0, 0);
             }
-            
+
             UnloadDroppedFiles(droppedFiles);    // Unload filepaths from memory
         }
         //----------------------------------------------------------------------------------

+ 1 - 1
examples/text/text_font_sdf.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Font SDF loading
+*   raylib [text] example - font SDF loading
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 1 - 1
examples/text/text_font_spritefont.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Sprite font loading
+*   raylib [text] example - sprite font loading
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *

+ 1 - 1
examples/text/text_format_text.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Text formatting
+*   raylib [text] example - text formating
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *

+ 1 - 1
examples/text/text_input_box.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Input Box
+*   raylib [text] example - text input box
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *

+ 1 - 1
examples/text/text_rectangle_bounds.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Rectangle bounds
+*   raylib [text] example - rectangle bounds
 *
 *   Example complexity rating: [★★★★] 4/4
 *

+ 2 - 2
examples/text/text_unicode.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Unicode
+*   raylib [text] example - unicode text drawing
 *
 *   Example complexity rating: [★★★★] 4/4
 *
@@ -284,7 +284,7 @@ int main(void)
                 int length = GetCodepointCount(messages[message].text);
                 const char *info = TextFormat("%s %u characters %i bytes", messages[message].language, length, size);
                 sz = MeasureTextEx(GetFontDefault(), info, 10, 1.0f);
-                
+
                 DrawText(info, (int)(textRect.x + textRect.width - sz.x), (int)(msgRect.y + msgRect.height - sz.y - 2), 10, RAYWHITE);
             }
             //------------------------------------------------------------------------------

+ 1 - 1
examples/text/text_writing_anim.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [text] example - Text Writing Animation
+*   raylib [text] example - text writing animation
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *

+ 1 - 1
examples/textures/textures_background_scrolling.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Background scrolling
+*   raylib [textures] example - background scrolling
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *

+ 1 - 1
examples/textures/textures_bunnymark.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Bunnymark
+*   raylib [textures] example - bunnymark
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 2 - 2
examples/textures/textures_draw_tiled.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Draw part of the texture tiled
+*   raylib [textures] example - draw texture tiled
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -36,7 +36,7 @@ int main(void)
     const int screenHeight = 450;
 
     SetConfigFlags(FLAG_WINDOW_RESIZABLE); // Make the window resizable
-    InitWindow(screenWidth, screenHeight, "raylib [textures] example - Draw part of a texture tiled");
+    InitWindow(screenWidth, screenHeight, "raylib [textures] example - draw texture tiled");
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     Texture texPattern = LoadTexture("resources/patterns.png");

+ 1 - 1
examples/textures/textures_fog_of_war.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Fog of war
+*   raylib [textures] example - fog of war
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 3 - 2
examples/textures/textures_image_channel.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Retrive image channel (mask)
+*   raylib [textures] example - extract image channel
 *
 *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
 *
@@ -79,7 +79,7 @@ int main(void)
         //----------------------------------------------------------------------------------
         // TODO...
         //----------------------------------------------------------------------------------
-        
+
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
@@ -104,6 +104,7 @@ int main(void)
     UnloadTexture(textureGreen);
     UnloadTexture(textureBlue);
     UnloadTexture(textureAlpha);
+
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 

+ 1 - 1
examples/textures/textures_image_drawing.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Image loading and drawing on it
+*   raylib [textures] example - image loading and drawing
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *

+ 1 - 1
examples/textures/textures_image_generation.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Procedural images generation
+*   raylib [textures] example - procedural images generation
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *

+ 1 - 1
examples/textures/textures_image_loading.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Image loading and texture creation
+*   raylib [textures] example - image loading and texture creation
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *

+ 2 - 2
examples/textures/textures_image_rotate.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Image Rotation
+*   raylib [textures] example - image rotation
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *
@@ -27,7 +27,7 @@ int main(void)
     const int screenWidth = 800;
     const int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture rotation");
+    InitWindow(screenWidth, screenHeight, "raylib [textures] example - image rotation");
 
     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
     Image image45 = LoadImage("resources/raylib_logo.png");

+ 1 - 1
examples/textures/textures_image_text.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Image text drawing using TTF generated font
+*   raylib [textures] example - image text drawing using TTF generated font
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *

+ 1 - 1
examples/textures/textures_logo_raylib.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Texture loading and drawing
+*   raylib [textures] example - texture loading and drawing
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *

+ 1 - 1
examples/textures/textures_mouse_painting.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Mouse painting
+*   raylib [textures] example - mouse painting
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 4 - 4
examples/textures/textures_polygon.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Draw Textured Polygon
+*   raylib [textures] example - draw textured polygon
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *
@@ -34,7 +34,7 @@ int main(void)
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
-    
+
     InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
 
     // Define texture coordinates to map our texture to poly
@@ -60,7 +60,7 @@ int main(void)
         points[i].x = (texcoords[i].x - 0.5f)*256.0f;
         points[i].y = (texcoords[i].y - 0.5f)*256.0f;
     }
-    
+
     // Define the vertices drawing position
     // NOTE: Initially same as points but updated every frame
     Vector2 positions[MAX_POINTS] = { 0 };
@@ -116,7 +116,7 @@ int main(void)
 void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
 {
     rlBegin(RL_TRIANGLES);
-    
+
     rlSetTexture(texture.id);
 
         rlColor4ub(tint.r, tint.g, tint.b, tint.a);

+ 1 - 1
examples/textures/textures_raw_data.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Load textures from raw data
+*   raylib [textures] example - load textures from raw data
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 1 - 1
examples/textures/textures_sprite_anim.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Sprite animation
+*   raylib [textures] example - sprite animation
 *
 *   Example complexity rating: [★★☆☆] 2/4
 *

+ 1 - 1
examples/textures/textures_srcrec_dstrec.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Texture source and destination rectangles
+*   raylib [textures] example - texture source and destination rectangles
 *
 *   Example complexity rating: [★★★☆] 3/4
 *

+ 5 - 5
examples/textures/textures_textured_curve.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Draw a texture along a segmented curve
+*   raylib [textures] example - draw texture along segmented curve
 *
 *   Example complexity rating: [★★★☆] 3/4
 *
@@ -112,7 +112,7 @@ int main()
             ClearBackground(RAYWHITE);
 
             DrawTexturedCurve();    // Draw a textured Spline Cubic Bezier
-            
+
             // Draw spline for reference
             if (showCurve) DrawSplineSegmentBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE);
 
@@ -120,7 +120,7 @@ int main()
             DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE);
             DrawLineV(curveStartPositionTangent, curveEndPositionTangent, Fade(LIGHTGRAY, 0.4f));
             DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE);
-            
+
             if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW);
             DrawCircleV(curveStartPosition, 5, RED);
 
@@ -137,7 +137,7 @@ int main()
             DrawText("Drag points to move curve, press SPACE to show/hide base curve", 10, 10, 10, DARKGRAY);
             DrawText(TextFormat("Curve width: %2.0f (Use + and - to adjust)", curveWidth), 10, 30, 10, DARKGRAY);
             DrawText(TextFormat("Curve segments: %d (Use LEFT and RIGHT to adjust)", curveSegments), 10, 50, 10, DARKGRAY);
-            
+
         EndDrawing();
         //----------------------------------------------------------------------------------
     }
@@ -145,7 +145,7 @@ int main()
     // De-Initialization
     //--------------------------------------------------------------------------------------
     UnloadTexture(texRoad);
-    
+
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 

+ 1 - 1
examples/textures/textures_to_image.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [textures] example - Retrieve image data from texture: LoadImageFromTexture()
+*   raylib [textures] example - texture to image
 *
 *   Example complexity rating: [★☆☆☆] 1/4
 *