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| author | Ray <[email protected]> | 2019-05-08 18:33:09 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-08 18:33:09 +0200 |
| commit | 97c8a28aaac8d2ac8689d18a619d32107d6b96f7 (patch) | |
| tree | f60e924ba3a202a3472d8948f0e2a300143b56bf /src/rlgl.h | |
| parent | ecea95f50f8d413382fff7d3df568e2e3fd6cdb1 (diff) | |
| download | raylib-97c8a28aaac8d2ac8689d18a619d32107d6b96f7.tar.gz raylib-97c8a28aaac8d2ac8689d18a619d32107d6b96f7.zip | |
Remove trail spaces
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 28 |
1 files changed, 14 insertions, 14 deletions
@@ -64,7 +64,7 @@ #if defined(RLGL_STANDALONE) #define RAYMATH_STANDALONE #define RAYMATH_HEADER_ONLY - + #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) @@ -72,7 +72,7 @@ #else #define RLAPI // We are building or using raylib as a static library (or Linux shared library) #endif - + // Allow custom memory allocators #ifndef RL_MALLOC #define RL_MALLOC(sz) malloc(sz) @@ -544,7 +544,7 @@ RLAPI void EndBlendMode(void); // End blending mode (re RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters RLAPI void CloseVrSimulator(void); // Close VR simulator for current device RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters +RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready RLAPI void ToggleVrMode(void); // Enable/Disable VR experience RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering @@ -1567,11 +1567,11 @@ void rlglInit(int width, int height) glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES"); //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted - + if (glGenVertexArrays == NULL) printf("glGenVertexArrays is NULL.\n"); // WEB: ISSUE FOUND! ...but why? if (glBindVertexArray == NULL) printf("glBindVertexArray is NULL.\n"); // WEB: ISSUE FOUND! ...but why? } - + // TODO: HACK REVIEW! // For some reason on raylib 2.5, VAO usage breaks the build // error seems related to function pointers but I can not get detailed info... @@ -2488,19 +2488,19 @@ void rlLoadMesh(Mesh *mesh, bool dynamic) unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic) { unsigned int id = 0; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) int drawHint = GL_STATIC_DRAW; if (dynamic) drawHint = GL_DYNAMIC_DRAW; - + if (vaoSupported) glBindVertexArray(vaoId); - + glGenBuffers(1, &id); glBindBuffer(GL_ARRAY_BUFFER, id); glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint); glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(shaderLoc); - + if (vaoSupported) glBindVertexArray(0); #endif @@ -3536,7 +3536,7 @@ void InitVrSimulator(void) // Initialize framebuffer and textures for stereo rendering // NOTE: Screen size should match HMD aspect ratio stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false); - + vrSimulatorReady = true; #else TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1"); @@ -3558,13 +3558,13 @@ void CloseVrSimulator(void) #endif } -// Set stereo rendering configuration parameters +// Set stereo rendering configuration parameters void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Reset vrConfig for a new values assignment memset(&vrConfig, 0, sizeof(vrConfig)); - + // Assign distortion shader vrConfig.distortionShader = distortion; @@ -3620,7 +3620,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion) // Compute eyes Viewports vrConfig.eyeViewportRight[2] = hmd.hResolution/2; vrConfig.eyeViewportRight[3] = hmd.vResolution; - + vrConfig.eyeViewportLeft[0] = hmd.hResolution/2; vrConfig.eyeViewportLeft[1] = 0; vrConfig.eyeViewportLeft[2] = hmd.hResolution/2; @@ -3677,7 +3677,7 @@ void BeginVrDrawing(void) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (vrSimulatorReady) { - + rlEnableRenderTexture(stereoFbo.id); // Setup framebuffer for stereo rendering //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required) |
