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authorRay <[email protected]>2019-05-08 18:33:09 +0200
committerRay <[email protected]>2019-05-08 18:33:09 +0200
commit97c8a28aaac8d2ac8689d18a619d32107d6b96f7 (patch)
treef60e924ba3a202a3472d8948f0e2a300143b56bf /src/rlgl.h
parentecea95f50f8d413382fff7d3df568e2e3fd6cdb1 (diff)
downloadraylib-97c8a28aaac8d2ac8689d18a619d32107d6b96f7.tar.gz
raylib-97c8a28aaac8d2ac8689d18a619d32107d6b96f7.zip
Remove trail spaces
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index e98c6dc3..d8db16ae 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -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)