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authorRay <[email protected]>2019-05-03 15:55:24 +0200
committerRay <[email protected]>2019-05-03 15:55:24 +0200
commitc6b7f9c5b0ca62c7579da7c3da6614db2720264c (patch)
tree0bcd0bace6bb46c349defd1cca53d38804a9645e /src/core.c
parentf44888e466ad63eccec229bdcc091f8f7e2f629e (diff)
downloadraylib-c6b7f9c5b0ca62c7579da7c3da6614db2720264c.tar.gz
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Some minor comments
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/core.c b/src/core.c
index a5e9bd9a..def60d68 100644
--- a/src/core.c
+++ b/src/core.c
@@ -64,6 +64,7 @@
*
* #define SUPPORT_HIGH_DPI
* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
+* NOTE: This flag is forced on macOS, since most displays are high-DPI
*
* DEPENDENCIES:
* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
@@ -3046,6 +3047,7 @@ static void InitTimer(void)
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
// take longer than expected... for that reason we use the busy wait loop
// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
+// http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
static void Wait(float ms)
{
#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)