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| author | Ray <[email protected]> | 2021-10-03 11:44:59 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-10-03 11:44:59 +0200 |
| commit | 239c37246a533681953554a303e68f25b9ceba17 (patch) | |
| tree | f6d95aee2b43108a3e42772ff8e46a71e34df4ce /examples | |
| parent | 9882796df04218403fda23e2adbab8f347f88270 (diff) | |
| download | raylib-239c37246a533681953554a303e68f25b9ceba17.tar.gz raylib-239c37246a533681953554a303e68f25b9ceba17.zip | |
WARNING: REVIEWED: Follow a set of conventions
CONVENTIONS:
- Functions are always self-contained, no function use another raymath function inside, required code is directly re-implemented inside
- Functions input parameters are always received by value
- Functions use always a "result" variable for return
- Functions are always defined inline
- Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/core/core_quat_conversion.c | 3 | ||||
| -rw-r--r-- | examples/textures/textures_poly.c | 6 |
2 files changed, 3 insertions, 6 deletions
diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c index cca6f01e..f3c9b757 100644 --- a/examples/core/core_quat_conversion.c +++ b/examples/core/core_quat_conversion.c @@ -69,9 +69,6 @@ int main(void) m3 = QuaternionToMatrix(q1); v2 = QuaternionToEuler(q1); - v2.x *= DEG2RAD; - v2.y *= DEG2RAD; - v2.z *= DEG2RAD; m4 = MatrixRotateZYX(v2); //-------------------------------------------------------------------------------------- diff --git a/examples/textures/textures_poly.c b/examples/textures/textures_poly.c index ff728343..a2423a4b 100644 --- a/examples/textures/textures_poly.c +++ b/examples/textures/textures_poly.c @@ -53,7 +53,7 @@ int main(void) Texture texture = LoadTexture("resources/cat.png"); - float ang = 0; + float angle = 0.0f; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -63,11 +63,11 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - ang++; + angle++; Vector2 positions[MAX_POINTS] = { 0 }; - for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], ang); + for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD); //---------------------------------------------------------------------------------- // Draw |
