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| author | Ray <[email protected]> | 2020-01-26 13:27:37 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-01-26 13:27:37 +0100 |
| commit | b02c6127a05f7acfa6a1fac00aaf3e206d14c464 (patch) | |
| tree | 23e7f89bfbf9dd92c78f2ceebc2aefae81570659 /src | |
| parent | 46774a8167b061c5f438ed4ddf607669d9e9f322 (diff) | |
| download | raylib-b02c6127a05f7acfa6a1fac00aaf3e206d14c464.tar.gz raylib-b02c6127a05f7acfa6a1fac00aaf3e206d14c464.zip | |
Minor tweaks
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 4 | ||||
| -rw-r--r-- | src/models.c | 1 |
2 files changed, 2 insertions, 3 deletions
@@ -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(); |
