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authorraysan5 <[email protected]>2021-07-28 12:55:38 +0200
committerraysan5 <[email protected]>2021-07-28 12:55:38 +0200
commit0352aa2094c1ddc3760525ae4182be9b65f3af9c (patch)
tree31fea0049f642bcaadd166b451aa086e20b818fc /examples
parenta9230a6c073b1926d2327125d69d0bb97686310c (diff)
downloadraylib-0352aa2094c1ddc3760525ae4182be9b65f3af9c.tar.gz
raylib-0352aa2094c1ddc3760525ae4182be9b65f3af9c.zip
Replace TABS by 4 spaces
Diffstat (limited to 'examples')
-rw-r--r--examples/text/text_draw_3d.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/examples/text/text_draw_3d.c b/examples/text/text_draw_3d.c
index 8ce576b6..04b6e18c 100644
--- a/examples/text/text_draw_3d.c
+++ b/examples/text/text_draw_3d.c
@@ -5,14 +5,14 @@
* Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
* where the texture coodinates of each quad map to the texture coordinates of the glyphs
* inside the font texture.
-* A more efficient approach, i believe, would be to render the text in a render texture and
-* 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
+* A more efficient approach, i believe, would be to render the text in a render texture and
+* 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
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -196,7 +196,7 @@ int main(void)
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
if (collision.hit)
{
- // Generate new random colors
+ // Generate new random colors
light = GenerateRandomColor(0.5f, 0.78f);
dark = GenerateRandomColor(0.4f, 0.58f);
}