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authorRay <[email protected]>2020-01-26 13:27:37 +0100
committerRay <[email protected]>2020-01-26 13:27:37 +0100
commitb02c6127a05f7acfa6a1fac00aaf3e206d14c464 (patch)
tree23e7f89bfbf9dd92c78f2ceebc2aefae81570659 /src
parent46774a8167b061c5f438ed4ddf607669d9e9f322 (diff)
downloadraylib-b02c6127a05f7acfa6a1fac00aaf3e206d14c464.tar.gz
raylib-b02c6127a05f7acfa6a1fac00aaf3e206d14c464.zip
Minor tweaks
Diffstat (limited to 'src')
-rw-r--r--src/core.c4
-rw-r--r--src/models.c1
2 files changed, 2 insertions, 3 deletions
diff --git a/src/core.c b/src/core.c
index e865a520..9ed45b3f 100644
--- a/src/core.c
+++ b/src/core.c
@@ -330,7 +330,7 @@ static GLFWwindow *window; // Native window (graphic device
static EGL_DISPMANX_WINDOW_T window; // Native window (graphic device)
#endif
#if defined(PLATFORM_UWP)
-extern EGLNativeWindowType window; // Native window handler for UWP (external, defined in UWP App)
+extern EGLNativeWindowType uwpWindow; // Native window handler for UWP (external, defined in UWP App)
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
static EGLDisplay display; // Native display device (physical screen connection)
@@ -3078,7 +3078,7 @@ static bool InitGraphicsDevice(int width, int height)
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
//surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
- surface = eglCreateWindowSurface(display, config, window, surfaceAttributes);
+ surface = eglCreateWindowSurface(display, config, uwpWindow, surfaceAttributes);
if (surface == EGL_NO_SURFACE)
{
TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface");
diff --git a/src/models.c b/src/models.c
index 0ebde866..6a4ebf55 100644
--- a/src/models.c
+++ b/src/models.c
@@ -3537,7 +3537,6 @@ static Model LoadGLTF(const char *fileName)
for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
- //For each material
for (int i = 0; i < model.materialCount - 1; i++)
{
model.materials[i] = LoadMaterialDefault();