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authorRay <[email protected]>2020-12-19 19:27:31 +0100
committerRay <[email protected]>2020-12-19 19:27:31 +0100
commit2374281204be800de71484bd8712e9f098f7fc44 (patch)
treea70ae3b994f5ab079a05dbea315597e8e2fb3901 /src
parent015e715278ab9c4abce722bbee705a1b0f788ca2 (diff)
downloadraylib-2374281204be800de71484bd8712e9f098f7fc44.tar.gz
raylib-2374281204be800de71484bd8712e9f098f7fc44.zip
Avoid *Rec suffix in some variables
Pefixing/Suffixing some data type identifier in the variables is not a convention used in raylib, just reviewed it for consistency... Still, I kept the *Rec suffix in some functions.
Diffstat (limited to 'src')
-rw-r--r--src/core.c2
-rw-r--r--src/models.c18
-rw-r--r--src/raylib.h2
-rw-r--r--src/shapes.c44
-rw-r--r--src/textures.c136
5 files changed, 101 insertions, 101 deletions
diff --git a/src/core.c b/src/core.c
index 008d4c98..4cb2e0ab 100644
--- a/src/core.c
+++ b/src/core.c
@@ -3890,7 +3890,7 @@ static bool InitGraphicsDevice(int width, int height)
srcRect.width = CORE.Window.render.width << 16;
srcRect.height = CORE.Window.render.height << 16;
- // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
+ // NOTE: RPI dispmanx windowing system takes care of source rectangle scaling to destination rectangle by hardware (no cost)
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
VC_DISPMANX_ALPHA_T alpha;
diff --git a/src/models.c b/src/models.c
index edbbfb2b..b74768b8 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2667,16 +2667,16 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
- Rectangle sourceRec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
+ Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
- DrawBillboardRec(camera, texture, sourceRec, center, size, tint);
+ DrawBillboardRec(camera, texture, source, center, size, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
-void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint)
{
- // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
- Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width };
+ // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
+ Vector2 sizeRatio = { size, size*(float)source.height/source.width };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
@@ -2711,19 +2711,19 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
- rlTexCoord2f((float)sourceRec.x/texture.width, (float)sourceRec.y/texture.height);
+ rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(a.x, a.y, a.z);
// Top-left corner for texture and quad
- rlTexCoord2f((float)sourceRec.x/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
+ rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(d.x, d.y, d.z);
// Top-right corner for texture and quad
- rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)(sourceRec.y + sourceRec.height)/texture.height);
+ rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(c.x, c.y, c.z);
// Bottom-right corner for texture and quad
- rlTexCoord2f((float)(sourceRec.x + sourceRec.width)/texture.width, (float)sourceRec.y/texture.height);
+ rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(b.x, b.y, b.z);
rlEnd();
diff --git a/src/raylib.h b/src/raylib.h
index 0712a6e8..27b85e86 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -255,7 +255,7 @@ typedef RenderTexture RenderTexture2D;
// N-Patch layout info
typedef struct NPatchInfo {
- Rectangle sourceRec; // Region in the texture
+ Rectangle source; // Region in the texture
int left; // left border offset
int top; // top border offset
int right; // right border offset
diff --git a/src/shapes.c b/src/shapes.c
index 83eca0ef..f5447241 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -1474,7 +1474,7 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
// Get collision rectangle for two rectangles collision
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
- Rectangle retRec = { 0, 0, 0, 0 };
+ Rectangle rec = { 0, 0, 0, 0 };
if (CheckCollisionRecs(rec1, rec2))
{
@@ -1485,57 +1485,57 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
if (rec1.y <= rec2.y)
{
- retRec.x = rec2.x;
- retRec.y = rec2.y;
- retRec.width = rec1.width - dxx;
- retRec.height = rec1.height - dyy;
+ rec.x = rec2.x;
+ rec.y = rec2.y;
+ rec.width = rec1.width - dxx;
+ rec.height = rec1.height - dyy;
}
else
{
- retRec.x = rec2.x;
- retRec.y = rec1.y;
- retRec.width = rec1.width - dxx;
- retRec.height = rec2.height - dyy;
+ rec.x = rec2.x;
+ rec.y = rec1.y;
+ rec.width = rec1.width - dxx;
+ rec.height = rec2.height - dyy;
}
}
else
{
if (rec1.y <= rec2.y)
{
- retRec.x = rec1.x;
- retRec.y = rec2.y;
- retRec.width = rec2.width - dxx;
- retRec.height = rec1.height - dyy;
+ rec.x = rec1.x;
+ rec.y = rec2.y;
+ rec.width = rec2.width - dxx;
+ rec.height = rec1.height - dyy;
}
else
{
- retRec.x = rec1.x;
- retRec.y = rec1.y;
- retRec.width = rec2.width - dxx;
- retRec.height = rec2.height - dyy;
+ rec.x = rec1.x;
+ rec.y = rec1.y;
+ rec.width = rec2.width - dxx;
+ rec.height = rec2.height - dyy;
}
}
if (rec1.width > rec2.width)
{
- if (retRec.width >= rec2.width) retRec.width = rec2.width;
+ if (rec.width >= rec2.width) rec.width = rec2.width;
}
else
{
- if (retRec.width >= rec1.width) retRec.width = rec1.width;
+ if (rec.width >= rec1.width) rec.width = rec1.width;
}
if (rec1.height > rec2.height)
{
- if (retRec.height >= rec2.height) retRec.height = rec2.height;
+ if (rec.height >= rec2.height) rec.height = rec2.height;
}
else
{
- if (retRec.height >= rec1.height) retRec.height = rec1.height;
+ if (rec.height >= rec1.height) rec.height = rec1.height;
}
}
- return retRec;
+ return rec;
}
//----------------------------------------------------------------------------------
diff --git a/src/textures.c b/src/textures.c
index ad34d9c3..17ed07cf 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -3065,20 +3065,20 @@ void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
// Draw a Texture2D with extended parameters
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
{
- Rectangle sourceRec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
- Rectangle destRec = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
+ Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
+ Rectangle dest = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
Vector2 origin = { 0.0f, 0.0f };
- DrawTexturePro(texture, sourceRec, destRec, origin, rotation, tint);
+ DrawTexturePro(texture, source, dest, origin, rotation, tint);
}
// Draw a part of a texture (defined by a rectangle)
-void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
+void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint)
{
- Rectangle destRec = { position.x, position.y, fabsf(sourceRec.width), fabsf(sourceRec.height) };
+ Rectangle dest = { position.x, position.y, fabsf(source.width), fabsf(source.height) };
Vector2 origin = { 0.0f, 0.0f };
- DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
+ DrawTexturePro(texture, source, dest, origin, 0.0f, tint);
}
// Draw texture quad with tiling and offset parameters
@@ -3092,85 +3092,85 @@ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangl
DrawTexturePro(texture, source, quad, origin, 0.0f, tint);
}
-// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec.
+// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
// NOTE: For tilling a whole texture DrawTextureQuad() is better
-void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint)
+void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
{
if (texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
- int tileWidth = (int)(sourceRec.width*scale), tileHeight = (int)(sourceRec.height*scale);
- if (destRec.width < tileWidth && destRec.height < tileHeight)
+ int tileWidth = (int)(source.width*scale), tileHeight = (int)(source.height*scale);
+ if (dest.width < tileWidth && dest.height < tileHeight)
{
// Can fit only one tile
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
- (Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
+ (Rectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint);
}
- else if (destRec.width <= tileWidth)
+ else if (dest.width <= tileWidth)
{
// Tiled vertically (one column)
int dy = 0;
- for (;dy+tileHeight < destRec.height; dy += tileHeight)
+ for (;dy+tileHeight < dest.height; dy += tileHeight)
{
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, sourceRec.height}, (Rectangle){destRec.x, destRec.y + dy, destRec.width, (float)tileHeight}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, source.height}, (Rectangle){dest.x, dest.y + dy, dest.width, (float)tileHeight}, origin, rotation, tint);
}
// Fit last tile
- if (dy < destRec.height)
+ if (dy < dest.height)
{
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
- (Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
+ (Rectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint);
}
}
- else if (destRec.height <= tileHeight)
+ else if (dest.height <= tileHeight)
{
// Tiled horizontally (one row)
int dx = 0;
- for (;dx+tileWidth < destRec.width; dx += tileWidth)
+ for (;dx+tileWidth < dest.width; dx += tileWidth)
{
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, (Rectangle){destRec.x + dx, destRec.y, (float)tileWidth, destRec.height}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)dest.height/tileHeight)*source.height}, (Rectangle){dest.x + dx, dest.y, (float)tileWidth, dest.height}, origin, rotation, tint);
}
// Fit last tile
- if (dx < destRec.width)
+ if (dx < dest.width)
{
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
- (Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
+ (Rectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint);
}
}
else
{
// Tiled both horizontally and vertically (rows and columns)
int dx = 0;
- for (;dx+tileWidth < destRec.width; dx += tileWidth)
+ for (;dx+tileWidth < dest.width; dx += tileWidth)
{
int dy = 0;
- for (;dy+tileHeight < destRec.height; dy += tileHeight)
+ for (;dy+tileHeight < dest.height; dy += tileHeight)
{
- DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
+ DrawTexturePro(texture, source, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
}
- if (dy < destRec.height)
+ if (dy < dest.height)
{
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
- (Rectangle){destRec.x + dx, destRec.y + dy, (float)tileWidth, destRec.height - dy}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
+ (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint);
}
}
// Fit last column of tiles
- if (dx < destRec.width)
+ if (dx < dest.width)
{
int dy = 0;
- for (;dy+tileHeight < destRec.height; dy += tileHeight)
+ for (;dy+tileHeight < dest.height; dy += tileHeight)
{
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height},
- (Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, (float)tileHeight}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height},
+ (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint);
}
// Draw final tile in the bottom right corner
- if (dy < destRec.height)
+ if (dy < dest.height)
{
- DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
- (Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint);
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
+ (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint);
}
}
}
@@ -3178,7 +3178,7 @@ void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec,
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// NOTE: origin is relative to destination rectangle size
-void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
+void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint)
{
// Check if texture is valid
if (texture.id > 0)
@@ -3188,13 +3188,13 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
bool flipX = false;
- if (sourceRec.width < 0) { flipX = true; sourceRec.width *= -1; }
- if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
+ if (source.width < 0) { flipX = true; source.width *= -1; }
+ if (source.height < 0) source.y -= source.height;
rlEnableTexture(texture.id);
rlPushMatrix();
- rlTranslatef(destRec.x, destRec.y, 0.0f);
+ rlTranslatef(dest.x, dest.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
rlTranslatef(-origin.x, -origin.y, 0.0f);
@@ -3203,24 +3203,24 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
- if (flipX) rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
- else rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
+ if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
+ else rlTexCoord2f(source.x/width, source.y/height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
- if (flipX) rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
- else rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
- rlVertex2f(0.0f, destRec.height);
+ if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
+ else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
+ rlVertex2f(0.0f, dest.height);
// Top-right corner for texture and quad
- if (flipX) rlTexCoord2f(sourceRec.x/width, (sourceRec.y + sourceRec.height)/height);
- else rlTexCoord2f((sourceRec.x + sourceRec.width)/width, (sourceRec.y + sourceRec.height)/height);
- rlVertex2f(destRec.width, destRec.height);
+ if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
+ else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
+ rlVertex2f(dest.width, dest.height);
// Top-left corner for texture and quad
- if (flipX) rlTexCoord2f(sourceRec.x/width, sourceRec.y/height);
- else rlTexCoord2f((sourceRec.x + sourceRec.width)/width, sourceRec.y/height);
- rlVertex2f(destRec.width, 0.0f);
+ if (flipX) rlTexCoord2f(source.x/width, source.y/height);
+ else rlTexCoord2f((source.x + source.width)/width, source.y/height);
+ rlVertex2f(dest.width, 0.0f);
rlEnd();
rlPopMatrix();
@@ -3229,20 +3229,20 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
}
// Draws a texture (or part of it) that stretches or shrinks nicely using n-patch info
-void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint)
+void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint)
{
if (texture.id > 0)
{
float width = (float)texture.width;
float height = (float)texture.height;
- float patchWidth = (destRec.width <= 0.0f)? 0.0f : destRec.width;
- float patchHeight = (destRec.height <= 0.0f)? 0.0f : destRec.height;
+ float patchWidth = (dest.width <= 0.0f)? 0.0f : dest.width;
+ float patchHeight = (dest.height <= 0.0f)? 0.0f : dest.height;
- if (nPatchInfo.sourceRec.width < 0) nPatchInfo.sourceRec.x -= nPatchInfo.sourceRec.width;
- if (nPatchInfo.sourceRec.height < 0) nPatchInfo.sourceRec.y -= nPatchInfo.sourceRec.height;
- if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL) patchHeight = nPatchInfo.sourceRec.height;
- if (nPatchInfo.type == NPT_3PATCH_VERTICAL) patchWidth = nPatchInfo.sourceRec.width;
+ if (nPatchInfo.source.width < 0) nPatchInfo.source.x -= nPatchInfo.source.width;
+ if (nPatchInfo.source.height < 0) nPatchInfo.source.y -= nPatchInfo.source.height;
+ if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL) patchHeight = nPatchInfo.source.height;
+ if (nPatchInfo.type == NPT_3PATCH_VERTICAL) patchWidth = nPatchInfo.source.width;
bool drawCenter = true;
bool drawMiddle = true;
@@ -3277,19 +3277,19 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destR
vertD.y = patchHeight; // outer bottom
Vector2 coordA, coordB, coordC, coordD;
- coordA.x = nPatchInfo.sourceRec.x/width;
- coordA.y = nPatchInfo.sourceRec.y/height;
- coordB.x = (nPatchInfo.sourceRec.x + leftBorder)/width;
- coordB.y = (nPatchInfo.sourceRec.y + topBorder)/height;
- coordC.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width - rightBorder)/width;
- coordC.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height - bottomBorder)/height;
- coordD.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width)/width;
- coordD.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height)/height;
+ coordA.x = nPatchInfo.source.x/width;
+ coordA.y = nPatchInfo.source.y/height;
+ coordB.x = (nPatchInfo.source.x + leftBorder)/width;
+ coordB.y = (nPatchInfo.source.y + topBorder)/height;
+ coordC.x = (nPatchInfo.source.x + nPatchInfo.source.width - rightBorder)/width;
+ coordC.y = (nPatchInfo.source.y + nPatchInfo.source.height - bottomBorder)/height;
+ coordD.x = (nPatchInfo.source.x + nPatchInfo.source.width)/width;
+ coordD.y = (nPatchInfo.source.y + nPatchInfo.source.height)/height;
rlEnableTexture(texture.id);
rlPushMatrix();
- rlTranslatef(destRec.x, destRec.y, 0.0f);
+ rlTranslatef(dest.x, dest.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
rlTranslatef(-origin.x, -origin.y, 0.0f);